Showing posts with label call to adventure. Show all posts
Showing posts with label call to adventure. Show all posts

Monday, December 18, 2023

The Tale of Babilar

 This was a story told around the fire while encamped in the Denyan Isles during that jaunt to the isles some months ago. The teller was an old sea dog, and the yarn must certainly be embellished here or there, and yet it seemed clear to those who listened that there was a kernel of truth to it--and almost certainly adventure to be had in pursuing and discovering lost Babilar ...

Najm ibn Marwan, is issuing this call to adventure, to join him on the maiden voyage of his new ship the Rihha in search of this mysterious place. Having been completed in October, the Rihha has now finished her sea trials and will be packed and ready to sail forth in search of Babilar on 28 December for those who wish to join him.



The Tale

Gather 'round, ye salty souls, and let me spin ye a yarn of the mythical city of Babilar. Aye, this tale be more enchanting than the mermaids' songs and more mysterious than the depths themselves.

Babilar, they say, be a city lost to the mists of time, swallowed whole by the ever-hungry sea. But it ain't just any city, no, mateys. It be a place where the old laws of the land and sea got all tangled up, where magic be as common as the fish in our nets.

Imagine a city, tall as the sky and grander than any castle ye ever laid eyes on. Towers of stone, once scrapin' the heavens, now peekin' through the water like the tips of a leviathan's back. Streets of cobblestone, now the domain of ghostly fish and mystical sea plants, all glowin' like the lights of the fortress moon in the night sky.

But Babilar's true wonder be in its bridges. Magical pathways they be, weavin' through the sunken city like spells woven by ancient wizards. These bridges, they say, shimmer like moonlight on the waves, connectin' the remnants of buildings where folks like us once lived, worked, and dreamed.

Now, mates, don't ye think this be just another sunken ghost town. No, siree! Babilar be alive with sorcery and wonder. The very water be imbued with magic, and strange creatures, with scales that glow like the treasure in a pirate's chest, call it home. Legends tell of artifacts, ancient and powerful, hidden in the city's watery depths, waiting for a brave soul to claim 'em.

But there be danger in Babilar, too. For sorcerers be there. Powers beyond reckonin', wieldin' magic that can reshape the very world we know. Their battles can send waves higher than the masts of our ships, and their whims can alter the course of fate itself.

So, me hearties, if ever ye sail these treacherous waters, keep a keen eye on the horizon. If ye see a shimmer in the distance, a glow beneath the waves, ye may just be near the mystical city of Babilar. But beware, for it be a place where the boundaries of reality be as murky as the depths themselves, and where legends and dreams merge into a tale as fantastical as the sea itself.



Thursday, December 14, 2023

The Zihuitlani Games

Almost a lunar year ago, Gan ad-Din and the Chroniclers went on a short tour outside the Dual Cities and up the western coast to Ittiyqa and the port of Baldashmun on the island across a short strait before returning to Cothon-Gadeed.

The time coincided with the solar new year and the Eid of the New Sun, when sacrifices are made in honor of the sun and with the intent to strengthen it and rejuvenate it for the next year.

This time is especially important in the city of Ittiyqa. Rather than simply making citywide sacrifices and donating excess meat to the poor and needy throughout the city, the Ittiyqans especially revere their founder hero Zihuitle, who was a fire bearer and so a kind of cognate with the sun and its need of rejuvenation.

To this end, the traditional sacrifices have been transformed into the Zihuitlani Games, which encompass both sacrifices and games--and specifically, the mix of the two that is gladiatorial combat (which is thus given a double meaning of funereal sacrifice and regenerative sacrifice with the spilling of the blood of the gladiators).


Gan ad-Din has been noted expressing interest in taking part in such games as a gladiator and champion himself--not only the Zihuitlani Games, but also the tripartite games of Cothon-Gadeed (Coreguyi, shortly upcoming, Tsamri-Hane, and Xoldasoteri).

For those who are aspiring, but less sure of themselves, the games include a tourney, the winner of which is granted "champion" status and then allowed to participate in the real gladiatorial challenges of the Games. To participate, one pays a 60 dinar fee to the administrators of the Games, and then participate in one-on-one duels until losing or becoming the ultimate champion, who wins 400 dinars and the title of Champion, with which one may enter the real to-the-death gladiatorial combats of the Arena.

The Champion portions of the Games are where the real glory is to be won, however, before the entire audience of the great Arena. First, there are a series of one-on-one or two-on-two (or rarely more) bouts between evenly matched fighters--these serve as the bulk of the real gladiatorial entertainment. Then, with the climax of the Games, there is some staged combat between teams, made elaborate with set pieces, monsters, and higher objectives than simply slaying one's opponents.

This year, the rumored staged combat is to represent a rekindling of the sun by one team needing to capture coals or brands away from another defending team and thus to light their own bonfire. The particular circumstances will only be revealed at the time of the Games, of course--the gamesmasters don't want to let the surprise be ruined!

Each combat in the Champion portions of the Games are affairs to the death (though individual gladiators, or those following the whim of the crowd, may strike false blows to yielding opponents, rather than actually killing them). Losers' bodies are ransomed back to their families, friends, or fighting-society, while their arms and armor are kept by the winner as his prize. It is known that the especially wealthy and magically connected may keep different panoplies ready in case of death or defeat, and in case of death may even be supernaturally called back to their bodies by those knowledgeable enough in the deep philosophies.



The Idea

As of writing this call to adventure in the Arena of Ittiyqa, these are my thoughts on the nature of the game:

  • it is retroactive, i.e. it has already happened in the past within the fiction (IF a player-character dies an ultimate death--which the scribes find unlikely, given the magic the players have access to--that PC would have to cease being played, being dead, with the reasoning being that they didn't recover properly after the Games, but got a year of "extra" life before succumbing; and that's a pretty big IF, like I said, but risk is a part of the game)
  • any player/character wishing to participate need only pay some fee chartering a ship (or transport by other means), and they'll be present; we're not going to worry about logistics at this hour
  • depending on the number of players who wish to be directly involved, there will be a bout with Gan alone, or perhaps with a "squire" to aid him, and other players may take antagonistic roles, or play the crowd
  • there will also be a larger staged bout as described including everyone who wishes to participate and (presumably, assuming he wins) Gan ad-Din as captain of one of the gladiatorial teams
  • given their foreign status (coming from another city of the League), player-characters involved in fighting will have to pay a 5000 dinar fee to the gamemasters to get their team into the big staged combat; this is unique to circumstances now, and will almost certainly be different with subsequent Games (remember, winners get ransom money and losers' arms and armor)
  • player-characters may of course attend the Games without participating other than to bet on the outcome--if anyone chooses to do this, I'll have to work up some odds, but for the moment I'd rather hear that there is interest before I do so


Thursday, July 27, 2023

Return to Adventure!

 Durham, master of the Ringing Anvil, has not only been inducted into the Hanse himself, but he has also been spending long nights at the Kantor Kabljauhof feasting his friends and acquaintances there--and most particularly, one Telman of Tsipa, commander of the Hanse's forces against the Luwian Pirates over the last years.

This pair, Durham and Telman, first became friends first during the Hunt for the Denyan Akho on an adventure that seems so long ago now. Then, not long after, the Hanse had spun up its campaign contra-pirates to deal with piratical troubles in the east of Dirac's Sea, and Telman had been selected as a promising candidate to lead this great venture. Some say he was picked over and above even Captain-General Zaytar! But surely Zaytar had a hand in recommending Telman to the powers-that-be among the Hanse.

Nevertheless, Telman sailed away to oversee the campaign--and ultimately to great successes, such that he returned a conquering hero just before the winter really set in. And, now that winter's icy claws are finally retracting again, her cold breath retreating from the land, Telman must look east, to the final vanquishing of the Luwians this next year-cycle ...

------

But ... Durham has noticed that Telman seems somewhat listless at present. Even on his return in triumph, he was not wonted to speak overlong of the battles at sea in which he led the Hanseatic galleys to victory, or the island forts his armies stormed, or of the cities his men laid waste, their citizens sold into slavery at the public markets to finance the Hanse's war.

He has taken much to drink, and especially to the attentions of the dancing girls of the Kantor--one in particular, the new girl Mai'in Khoresha, especially catching his eye--and he seems to have also taken up a habit of other substances.

But on certain nights, when Telman is less bleary and sharper eyed, and drink is flowing well and the craic, as he says, is good, Telman will call Durham over. 'Let us go hunting again, my friend!' he cries. 'Like when we tracked down that Denyan beast, and you and your fellows proved so bold and resourceful. There is no akho that I know of currently threatening shipping--but let us run up the coast a ways toward Ittiyqa. I have heard that a pack of dindins are threatening the fishing boats of the villages south there, and in the straits between the city and the island harbor!

'Let us take your pirate-prize, the Darkwing, swift over the waves! Come, Durham, what say you? Gather up some of your companions, and let us hunt the sea waves like of old, against monsters that threaten human life. For old times' sake, let's sail, Durham! What say you?'


map section, for reference


Saturday, January 28, 2023

The Old Pale Worm -- Adventure Awaits

 An old terror of the Guild of Miners and Prospectors, the Old Pale Worm is a semi-legendary serudla reported to dwell in the depths of the Weirding Caverns. It was he who was said to have devoured the old prospector Jukon Carnelian and his party, and to ward prospectors away from certain rich boles of weirdstone. He is said to be one of those serudla of exceptional size, perhaps 60 feet in length, and to have shining iridescent scales of white that scintillate with green in torch- or lantern-light.

Long have they spoken of him in the Herm & Stone, perhaps a hundred lunar years. Some stories are well accounted--like the devouring of Jukon Carnelian--while other tales are "ghost-stories" to spook fresh prospectors, or accounts by already-spooked prospectors having heard strange things in the depths of the Weirding Caves. Certain would-be Heroes have attempted to oust this Pale Worm--he wasn't always "Old"!--but he either successfully destroyed these failed-bogatyrs, or drove them off, or the serudla they reported slaying didn't end up being the Pale Worm, for his depredations continued thereafter.

Over a hundred years, the lair has not always remained the same. Expeditions against the Old Pale Worm have occasionally been successful in driving him away, but never has there been a trustworthy account of his death, and always he appears again in later stories. Well, there is a map that purportedly leads to the current lair of the Old Pale Worm now in possession of Arngeir of the Green Gleam, thanks to his purchase of it during the auction at the Ringing Anvil (where it was provided by the Heroic Company of Hrrl-Ra, item #13).

Now, Arngeir has not specifically put out a call to adventure in this yet (because the Scribes have been slow in furnishing the map for him to peruse), but the Scribes are now presuming that Arngeir will certainly hope for a company to join him in any expedition against this dreadful serudla in seek of its death, or its treasure-hoard, or both.

The Scribes also append here this section from the Almagest of Khushvant Sen regarding serudla and sro as "dragons".



Saturday, December 17, 2022

A Request for Aid from the Undercity

[presented by Jacob, in relation to adventures in the Medina al Taht, the "Undercity" that lies beneath Cothon-Gadeed


One day, as the winter months draw long and cold, a messenger arrives for Najm. They are dressed in what look to be fairly standard attire, if a bit dirtier than one might expect, even for a messenger. Though one would notice that somewhat prominently on a lapel is a silvery pin in the shape of the crescent fortress moon. He greets Najm formally, though in a way that shows he wasn’t especially practiced at the motions, introducing himself as Haafil. After that he explains that he has come to Najm on behalf of Farhat'amirat al Fasad wahakimat almadinat taht (this said with the practice and formality of someone who has to regularly use a liege’s full title), who requests Najm's presence at his earliest convenience. She [Farhat] wishes to contract Najm and whatever band of barbarians he can collect, to help deal with an increasing threat to her domain. He refuses to elaborate, claiming no knowledge beyond the request itself.


Najm certainly wishes to take up this request, to venture again into Medina al Taht. There are things down there that bear more investigating! Who will join Najm in this endeavor? When shall we set out? Those who are interested may come to the Saint Iskameen's moorings in the harbor, and from there the discussion will probably continue in Fahra's Hole-in-the-Wall


Saturday, December 3, 2022

Let Us A-Hunting Go!

[this was originally conceived as a close follow-up to the wedding of Sesel and Zaida al Rashid; there was too much going on at the time to make it work then, and there hasn't been a good time since; so this is being written now not as an immediate call to adventure, but as an option for Sesel to gather a company whenever reasonable and to opt to go a-hunting]


When Sesel and his bride Zaida al Rashid were originally wedded, it was noised in the House al Rashid that they must be feted with an invitation to hunt in the forests east of Gadeed where woodlands are set aside for the pleasure of nobles of many tribes. Alas, at the time Sesel and his friends were so busy that this was not possible at the time; and circumstances in the meantime have not been any kinder to the notion of taking a hunting vacation.

Nevertheless, the offer still stands. Whenever it is deemed convenient Sesel may gather a company of friends and take the Rashids up on their offer to go hunting. Such an expedition would be like the hunt for the akho, in that it would take around a month of game time, given that it'd take a week to get out to the location, a week or so actually hunting, and a week to return.


What of the threat of the Red Cloud
? Fortunately, forests are not a great place to marshal armies, so the risk of running into a major contingent of Kzinti and auxiliaries is unlikely. It could be the case (so long as the threat remains) that a hunting party might run into a small party of Kzinti scouts or messengers passing through the same area ... but such encounters would be essentially similar to the chance of running into dangerous beasts in the woods. And isn't that part of the intent of a hunt? To enjoy the possibility of risk when hunting such as gadhars, shanu'u, or zrne!

And what is there to hunt in these woods? A great variety of beasts, some merely for good eating, some valuable for their parts, others worth glory for their defeat:

(there is currently a bounty for the elimination of an especially cunning pack of gadhars in the area where the Rashids like to hunt)


Dlakolel
The giant black beetle, its fur and its carapace quite valuable if treated by Klackon alchemists. It can put up quite a fight, so it should be hunted warily.

Dzor
The forest giant--huge brutes, semi-intelligent but incapable of normal communication. They are hunted by young noblemen eager for the glory of combat, but are otherwise not valuable prey-beasts.

a ghadhar pack
Gadhar
Pack animals of exceptional cunning. Like wolves, almost as intelligent as renyu, they are able to use certain tools, like knives, with their mouths. They are so pack-oriented that killing one or two of a pack will drive the rest into madness, such that they probably run in fear. Like the dzor there is little value in hunting them, other than in claiming bounties for certain especially vicious packs that endanger the Hunters' Guild.

Giriku
Nocturnal flying reptiles. They have an especially repellant scent, extruded by oil glands under their batlike wings. No value other than being killed as vermin (Hunters' Guild offers a 5 dinar bounty per wing).

Kheshchal
Beautifully plumed birds. Hunters trap them with nets cunningly set up. They are quite valuable for their plumage; living birds can regrow plumage numerous times and so are more valuable than a dead kheshchal.

Kurrune
A brown-plumaged fowl, providing plenty of meat (though it's rather dry, comparatively).

Kyni
The hunting falcon, a highly intelligent raptor prized for its hunting qualities. Falconry is an esteemed skill among the nobles, and capturing young kyni-birds in nets can be extremely lucrative.

Nraishu
A six-legged herbivore, large-eyed and with delicate body. An excellent prey animal. Males are antlered.

Mowaj
A larger version of the nraishu, the quintessential victim of the hunt. Males are antlered.

Renyu
Not common, but when found they can be lucrative to hunt, for they can be sold as loyal man-servants if subdued. Otherwise it is considered bad form to hunt-to-kill renyu, unless a band has been identified as dangerous and a bounty offered for them.

Shanu'u
Griffin-like flying predators. The adults are worth little other than the glory of the kill--they have little viable meat, and it tastes poor. Eggs and juveniles, on the other hand, are quite lucrative to come by, for they can be sold to the Alkari or to the Confraternity of 'Issa for a good sum.

Tsi'il
A large herbivore, generally peaceful. They have a bony carapace and a tail that ends with a macelike protuberance, and may be related to the aquatic ghar. Though dangerous to hunt because of their size and their armor and tail, they are hunted both because of the good eating of their flesh, and more importantly because of certain glands, the excretions of which can be used to create repellant for almost all aquatic predators (e.g. the haqel, tletlakha, or akho)

Zrne
A six-legged predator, which uses its powerful hind-legs to leap upon prey from surprise. It has powerful jaws and venomous fangs, and its hide is so thick that it is considered immune to conventional missiles so that it must be hunted with lance and spear. It's only value is in the glory earned by having slain such a beast.


Thursday, December 1, 2022

A Call to Arms: To Snoop the Moot

 The mood in the Dual-Cities is mixed. There is excitement for the Feasts of Investiture of the newly elected Souffets, who will soon see Cothon-Gadeed into the new solar year (post upcoming). And yet, there is also trepidation, as it is unfortunately at this time of year that the nomadic tribes of Kzinti typically have their Moot outside the Necropolis of the Tel, where the clans gather, the warriors give boast, and their strange priests and greatest warriors descend into the crypts themselves for strange rites. And so they have come, a horde of dagger-fanged, wtsai-wielding warriors and their harems and coffles of slaves and herds of hma and other beasts, trampling the ground outside the holy temenos of the dead, and filling the night with campfires, the hissing chants of Kzin epics, and yowling boasts and flytings.

At this hour—under the shadow of the Red Cloud and his threat of war—the idea of a Moot of Kzinti within half a day’s march of the Dual-Cities’ walls fills everyone with trepidation, and the watch has been tripled on the ramparts, and the fighting-societies have been called to lend aid to the soldiers of the cities, the Poor Brothers of the Dead, and the Knights Pylaea.


So it is that a new mission has been proposed: that certain barbarian volunteers enter secretly into the camp of the Kzinti, and see if they can discover anything about the plans of the Red Cloud, or perhaps even kidnap or assassinate leaders of import.

It is known that the founding members of the Survivors of the Tel were once victims of the strange rites that took place within the Necropolis during the last Great Moot, now two years past. As a citizen and iqtadar, Sesel himself was asked by the outgoing Souffets to see if he could gather a force to do this thing (even if he could not go, he could lend his persuasive voice in gathering a band of the barbarians so often going-and-coming to the Tel al Safina)

There will of course be hefty remunerations for any who dare undertake this risky mission. The Souffets are close-lipped as to the exact nature of such rewards—details are to be provided for those (if any) who answer the call.


For purposes of the game and scheduling, the Moot will end around the weekend of the 17th. If a company cannot be assembled by then, it will be assumed that no consensus was reached and no attempt made to infiltrate the Moot before it breaks up.


Thursday, August 4, 2022

A Call to Arms:

A Campaign To Blacken Red Cloud's Eye!


Those who keep eyes and ears attuned to certain goings-on - will have observed a recent occurrence. A young, well-dressed gentleman entered the Ringing Anvil asking to speak with Durham. The fellow bore the sigil of House al Urens upon his baldric. Those who keenly follow the politics of the great cities recognized the gentleman as Johannes Blanke, whispered to be the confidant of Booster Kayton (advisor to Dalan al Urens - Patriarch of Banu al Urens). Banu al Urens is known for their bend toward martial affairs, and are well known to provide arms-men to protect the city walls. Initial whispers were that the Ringing Anvil might be in for a lucrative weapons/armor contract, or perhaps Durham is being asked to an audience at Banu al Urens to discuss fortifications (after all, he is know to be an architect), or it may be that Durham and his fellow barbarians are once again embroiled in another lawsuit!

Yet, none of these things are true. In fact, word goes out from the Ringing Anvil! Durham has sent urchins out, scuttling to various local dives and regular haunts of barbarians and adventurers – seeking comrades to join in a tussle with a large contingent of Red Cloud's raiders. HA! Rather a suicide mission, some say. As this word is spread, it also becomes known that Brula Othmani, of Banu Othmani, and her personal guard, will lead this martial expedition. And under her banner, Paalvi bint Dalan al-Aasimah (also called “Secondborn”), of Banu al Urens, and her personal guard, will also march.

It would seem that the exploits of Durham, and his companions has reached the ears of Dalan al Urens, Patriarch of Banu al Urens – against the akho, with the Wasago renyu, against the pirates, and the winning of the Darkwing – but most importantly, their success in freeing the merchants being abused by Red Cloud's slaving party. Bold adventures, and honorable. Banu al Urens has hired Durham – and that is why the urchins have been seen scampering about the city – advertising Durham's call to arms – to help further bloody the nose or blacken the eye of Red Cloud! To help bring this expedition to a successful conclusion – Durham offers glory, and gold! Yet, aside from glory, and some unnamed recompense, there is the potential for pillaging the offending force (Othmani and al Urens will lay no claim to the spoils), the great thanks of the city and the Souffets, as well as the well-known fact that various small Houses (al Luz, Farawla, Othmani and al Urens) have combined their wealth and are offering a sum of 75 dinar for the head of each Red Cloud warrior laid low!

What say you, adventurers?! Do you have what it takes to protect the innocent citizens, your neighbors and friends – the men, women, and children – of Cothon-Gadeed? Will you help eradicate this pitiful scourge?! What say you?!!?


The Red Cloud would smile
if he knew what's coming


Sunday, May 15, 2022

A Scream and Leap to Arms!


-- The Kzinti Are Coming --


[written by Phil, player of Bartholomew Pettibone, calling adventurers in the city to be ware the Red Cloud's coming ...]

This is a call for players available to join in a game against the Kzinti before 26 May.



News has been trickling in to Cothon-Gadeed about groups of K'Zin bandits coalescing and terrorizing the hinterlands. A red-tailed comet burns in the night sky. And the rise of a self-styled “mighty K'Zin warlord” has been a conversational topic throughout the Dual Cities – especially on those lips of K'Zin origin! This warlord calls himself the Red Cloud, after that same comet, and has been hinted at as the instigator of several wilderness skirmishes. While he has not (as yet) claimed responsibility for those sorties, it is known that he is calling for K'Zin (and human!) tribal groups to answer his call – to build an army of extraordinary magnitude for liberation and conquest! Furthermore, over recent years, it has been noted that the K'Zin have been infiltrating and desecrating the catacombs of the Necropolis, in search of ancient artifacts of war, buried with powerful historical figures, and often forgotten or neglected over centuries of time.

While these rumors and discussions have led to heated debates within the Dual Cities, little has been done to quell the concerns of the citizens. Political power struggles have stymied any potential actions to thwart Red Cloud. However, it appears that the powder kegs of politics and war are about to ignite and burst forth upon the land, whether the people want that or not! It has been confirmed that in recent months at least two small iqta's have been razed and pillaged. And more recently, the outpost fort in the Tukayyat hills was infiltrated, its Captain brutally murdered, a protected artifact stolen, and its library burned to ashes. Word has it that K'Zin appear to be responsible for all of these attacks.

In confirmation of these woeful tidings, a rag-tag group of four refugees (bloodied, beaten, and bruised) have stumbled to the gates of the Iqta' al Saahil al Shamaliy, pressing the newly minted citizen, Sesel of the Survivors, to provide them a safe haven. They report that their caravan, traveling to Cothon-Gadeed, was set upon by a large band of 40 – 50 bandits, only a few hours march east from Sesel's iqta'! They relate the horrors of being taken by surprise the night previous, ambushed and overrun in the dark by both K'Zin and human warriors. Even though it was dark, and the chaos and confusion were overwhelming, they are certain that these bandits were being led by K'Zin, and they report hearing the human warriors extolling that “Red Cloud has blessed us this night – we can only be victorious!” The wagons of the caravan were broken up and burned, easily carried valuables were stolen, food-stuffs were carried away or scattered to the wind, a good number of their fellows were savagely murdered, and several were taken prisoner (ostensibly to serve as slaves). One of the prisoners taken by the bandits (along with her goods) was one Ilasha – a respected traveling merchant dabbling in gems and jewels (who came to Cothon last year)

These caravan survivors appeal specifically to iqtadar Sesel, but also to any and all citizens and barbarians alike, to avenge them! They fear the worst for their fellows who were taken as slaves, and believe that if nothing is done, the Red Cloud will continue to rampage across the land, and perhaps this iqta' will be next – being that is so close to where the caravan was ambushed!

Who will heed their call and appeal for justice? Who will come to the aid of those taken prisoner? Who will lend their strength and arms to fight for freedom against the tyranny of the Red Cloud and their oppressive K'Zinti regime of horror and genocide? The doom is growing. The machinations of a mad-Cat is at full throttle! Action is needed!




Friday, April 1, 2022

A Call Already Answered: Up a River

[Joel wrote this as a Call to Adventure, but we Scribes were in the throes of our troubles; we post it now for completeness, to be recalled when the recap is written]


The Missing Merchant


With the ghar gone, the land along the Ghana River grows bountiful, able to produce enough goods for trade. Many iqtadareen (lords) eagerly await ships of trade from the river. However, the first of these ships has not arrived and its whereabouts are unknown. So a bounty agent by the name of Duncan has been hired to negotiate with adventurer-barbarians on behalf of both parties, the merchant traders and the river lords. Both parties wish to find out the fate of the ship and to find out if anything threatens the riverine trade route.

Duncan has interviewed the people most familiar with the area: the ship was last seen headed down the Ghana River but no one has seen it in the delta. Many locals fear it may have been taken at the dunes at the delta's head as there is a new cavern there that was not there before. And of course rumors abound of misfortune and danger to all who approach this place, but Duncan has yet to confirm if any of it is true.


So the call has gone out to all the taverns of Cothan--now who will answer??


[the call was answered; the seeking was done ... the Scribes now only await a report as to the success or failure of the deeds ...]

Wednesday, December 15, 2021

Call to Adventure: the Holiday Hunt!

[written by Joel, whose idea this adventure is; the Scribes admit there is a hint of a trip to it, and Barabajagal may be joining the Hunt as well]


A huge catamaran arrives in the port of Cothon, with its two red hulls, red and white sails. A large man departs the vessel dressed in red robes lined with fur, he walks with bare feet and a crown of holly around his head . He wears several chains of gold around his neck and rings set with jewels on each finger. He stands twice as tall as any man with the build of three men combined. Some in Cothon claim he is demi-god, others says he must a half-breed of man and giant, or perhaps dzor to be of such size.


He greets the people of Cothon with a booming voice. "Greeting to all, my name is Santana. I've come from far away land for my huntsmen to stalk the great Turducken. Unfortunately the beast caught them off guard in their camp, injuring all of my men and scaring off their mounts. I seek those who are brave enough to hunt the Turducken, for I must have it for my winter feast! No substitute will do. I will pay a high reward for those that bring me my prize!"


(this is just a fun holiday theme quest that I’ll be able to run, I’ll [Joel] be having family over the 20th & 21st so I won’t be able to run/play then but should be able to work around other time when people want to play)



Thursday, October 21, 2021

Posted at the Taverns -- A Call to Adventure!

[an adventure proposal by Max, who plays Avin and June; he would like to run this session in the next few weeks, hopefully near to Halloween -- a provisional date of 6 November (a Saturday) may be best for this venture, if those interested are available for that evening]


As noted previously (in the post concerning the old ruins), a certain woman, of obviously foreign accents, has taken room in the Gatehouse of the Kantor Kabljauhof, expressing in her curious idiom great interest in the prospect of an expedition into the ruins of Tsur al Qadim.

And indeed, even as news of her presence has filtered out through the other taverns, there suddenly appear, nailed to the doors of the Four Great Taverns as well as the portals of many a lesser establishment, such notes as the one reproduced below, calling for boon companions on a venture into the old ruins:



The note is reproduced here, for those who find the text difficult to read:


A call to adventure:

I, Sylvaine Toussaint, Conferenciere and scholar, seek strong willed adventurers to assist my exploration of the old manor house of the lost Durst family, recently rediscovered in the ruins of Tsur al Qadim.

Pay will include treasure recovered from the house. I only request information found in the house of the Durst family, their allies, and a small black glass-like stone if found.

To the interested parties, seek me at the Kantor Kabljauhof.

~Sylvaine Toussaint


Wednesday, July 14, 2021

Call for Companions! -- Quest for the Ghar

(written by Joel, on behalf of his character Lars Fangripper, seeking companions on a quest detailed below)


The Hunt for the River Monsters:

Lars Fang-Ripper has been on many adventures since his arrival in the twin city of Cothan-Gadeed and he has grown much in a short time. He can often be seen at his camp outside the city in spiritual meditation. When Lars meditates he ascends to the spiritual plane, where he communes with his ancestors who have won the honor of being laid to rest in the great longhouse. Lars has been laid low a few times in battle so he asks his ancestor to help train him to be tougher, so he does not fall so easily in battle. His spiritual guardians agreed to this but they also showed him more. From one ancestor Lars learns to heal wounds with his hands, another teaches him how to trap creatures by summoning a magical web.

On his most recent ascent to the spiritual plane, his ancestors convened a council and spoke to Lars.

Young Fang-Ripper, you have completed this part of your training, to finish you must go on a vision quest. There are monsters lurking in the river nearby, they are ghar and if you defeat them then you will gain their spirit and be tough like they are.  But know this brave hunter, the ghar are there because of a relic lost to our tribe long ago, they are drawn to its power. Go and seek it, so you may return it to our tribe one day.”

So it is that Lars Fang-Ripper is looking for heroes to aid him in his hunting party. There is also a bounty out for the ghars whose shells sell for much coin.  Who will join the young Fang-Ripper on his quest?



As noted earlier, there is a bounty offered to any who successfully deal with the ghar haunting the Gana Delta west and south of Cothon, namely the right of the hunters to keep the creatures' valuable shells (their interior is lined with a pearlescent material, excellent for ornamentation, and worth up to 1600 dinars per shell, according to weight and quality).

The bounty is offered by 'Iqtadar Tolwan, whose 'iqta is specifically threatened by the creatures (though their presence actually also threatens all who traverse up or down the river, including a large number of barges and ferries, as well as those fishermen who ply the estuary and river for different varieties of fish, or for those workers who haul clay and sand out of the river for the kilns of the Brickmakers and Glassblowers Guild).


Saturday, April 10, 2021

Call to Adventure! -- Investigating "the Facility"

Haven't heard of "the Facility"? Don't feel left out--it's a new discovery, and the discoverers, of the Bani Dawr, have only just admitted their find to the wider populace:


Over the last few months House Dawr has been researching documents and stories regarding a strange facility. Having made a breakthrough recently they have put out notices calling for adventurers to aid them in their explorations.

While they are being fairly guarded about the facility, the rumor mill is in full swing. It would seem that several expeditions of House Dawr staff have entered into the facility already, returning with strange reports of an alien sky and yellow sun, of bizarre looking creatures that sucked the life from fallen comrades, and of strange structures. Though it is difficult to tell which rumors are true, as it seems nearly every report from the different expeditions was different.

Regardless, House Dawr has posted placards through every tavern in Cothon:

Calling adventurers who revel in discovery and exploration! House Dawr has recently gained access to a facility, rich in the unknown. We seek three to six capable adventurers, as well as their hangers on, to aid us in the exploration and documentation of this new facility. We are offering bounties upon the information and contents found within. If such a thing interests you, gather at the Great Gate to the Processional Way to Gadeed on this certain morning.

As before, I am looking for three to six adventurers who wish to investigate the facility. I plan on running the expedition on Saturday, April 17th, in the afternoon.


Incredible rumors, no doubt--a yellow sun? The strangest fantasies of the Sorceress Sabah al Din couldn't imagine up such a thing! Nevertheless, the Bani Dawr are serious--or seem to be--and there's talk that cold hard coin can be won by those (fool)hardy enough to answer their call.

Sunday, March 14, 2021

Call to Muster! --Raid Against the Pirates--

A fortnight has passed since the galleys of the Hanse slipped quietly into the nighted harbor of Cothon, towing in their midst a pair of captured Luwian pirate-galleys and bringing news of Captain-General Zaytar's campaign against the pirates' predations. The pirate-captains condemned to hang in gibbets from the Kantor Kabljauhof's high walls; the crews to be sold into slavery, many destined for hard labor in the western quarries; the ships being refitted in the slipsheds for service in the Hanseatic fleet; now Telman of Tsipa and his newly promoted fellow-captain Koway must once again take to the helms of their own galleys and return to the fray.

But their time in the Mother of Cities has not been idle. While Koway composed further reports of his engagements with the pirates (reproduced at bottom), Telman's attentions were drawn closer to the city as he was approached by Durham, tavern-member of the Kantor, concerning something of interest to both the Hanse, and to Durham's peers amongst the adventurer-element of the city. Even now, as Telman's and Koway's galleys are once more carried out to sea by their winglike banks of oars, Durham sets to work organizing a different kind of expedition contra pirates:

Durham lays pen to paper by the light of a lamp. By the next morning a stack of envelopes addressed and sealed with wax have been made. Durham dispatches Pako, his loyal renyu manservant, to deliver them. Many adventureers receive one, Sesel: Voice of the Survivors, Heijo, Persephone, and others.

The letter read as follows :

Dear Adventurer,

If you are reading this I call upon your aid against the pirates that plague Dirac's sea. Perhaps you've heard of Captain-General Zaytar's campaign against the pirates that have preyed on the trade ways recently. You may be thinking they are a problem for the Hanseatic fleet, but I would disagree. For if these sea scoundrels keep attacking merchant ships, the flow of trade will slow, prices of all goods and services in Cothan-Gadeed will rise. And that my friends is money out of all our pockets.

I do know of a pirate camp, hidden away in the depths of the Ocean's throat. If your soul is brave enough and your mind is cunning enough, join me in a daring raid against these outlaws. For there is surely to be chests full of coins and maps to even greater treasures.

In addition, I have secured the assistance of Telman of Tsipa to act as our handler for this mission. He has negotiated with the Hanse a bounty for information we bring back from the raid: maps, charts, logs and captives.

Please send your reply to the Kantor, addressed to Durham. I also ask that you do NOT share this plan with anyone, for it is the element of surprise that is key to our success.


As with other "calls to adventure", Durham and the referee are looking for an additional three to five adventurers of doughty disposition to accompany him into the sea-caves of Ocean's Throat during the week ending 3/27. The particular day will depend on the availability of those who wish to join. As Durham's letter suggests, there will undoubtedly be a bounty offered by the Hanse (through the Kantor) for captive pirates, and the "law of war" regarding spoils means that captured goods and cash will go to the spoilers, i.e. adventurers.

------

Regarding the campaign at large, now-Captain Koway's latest report follows, concerning an engagement with a squadron of pirate-galleys harrying a fleet of merchants and their escorts:

(written by Joel, who again played the part of the Hanse in our second game of Trireme, edited slightly by the scribes)

Log entry of Captain Koway, Commander of the Bireme "Falcon"

Our fleet was charged with escorting a merchant fleet north. We spotted pirates approaching from the east. Flag signals were passed between ships, moving the merchant ships to the west side of our formation.

Our fleet continued north trying to maintain a defensive posture. The pirates eventually caught up with one of our Biremes the "Fortuna" , the grapples were thrown and the ship captured.

The "Kyni" counter by ramming into a pirate hemiola. The mass of the trimeola into the scoundrels' vessel shattered its beam, sinking the enemy ship. A brief victory for us.

But soon the pirates engaged another Bireme sinking it with their Liburnia. All the while merchant ships have been making their way further North, their position well out of reach of the pirates.

The "Kyni" was soon surrounded by pirates and captured. The ship that had struck a blow to the enemy was now in their hands.

The pirates now began to make a retreat after their latest capture but before they could escape one of our Biremes captured a Pirate Liburnia, lowering their number back to six ships.

While this encounter has no clear victor, we of the Hanse fleet take pride in our defense of the merchant vessels. For we did face the enemy and tax them a pound of flesh.


Wednesday, March 3, 2021

Call to Arms! --Into the Sixth House--

As has previously been noted (under "Other News"), the Survivors of the Tel have been engaged with the al Rashids, noble family of Gadeed, at work organizing some kind of joint expedition to the Great Spire of the Klackons and further investigation of the Sixth House within. Over the past few weeks, Torkol in particular has been making his way into the city of Gadeed, "armed" with a token from the House by means of which he is able to pass through the Gate and up to the Mother of Cities, and there involved in long meetings with Zendaya al Rashid, matriarch of that House.

Returning to Cothon after just such a sojourn--indeed to the tavern of Cothon-Under-Star--one Torkol of the Survivors, with a sly grin, calls over the others of his company present in the common room for a toast. And there, round a table, as stoups of ale are raised, he produces with a flourish the very hunter-seeker charter that was under negotiation with the noble House, signed and sealed by the matriarch herself. The document sets out the obligations of the Survivors and of the al Rashids to each other and in regard to the joint expedition, and the rights of each to any treasure obtained within the Sixth House.

It also guarantees the aid of the al Rashids, in the person of Zaida, niece of Zendaya, when the Survivors negotiate with the Attine Klackons in their attempt to gain entrance to the Sixth House. Master-alchemist Aljadd having yet to return from his own negotiations therein, it is uncertain just how the mix of interests will ultimately play out ...

Nevertheless, the expedition has been months in the planning, and the Survivors of the Tel are intent on continuing, especially with the assurance of the al Rashids that, "All can be worked through--favors are owed, if it comes to that." Therefore, placards are hung at the various taverns in town, calling for companions of adventuresome spirit:


Calling adventurers both brave and strong! The Survivors of the Tel, in association with House al Rashid, are setting forth to the Spire of the Attin Klakons in order to cleanse their Sixth House of a vile infestation.


The Sixth House has, for many months now, been infested, blocking access to their once great forges and libraries. Our expedition will be to systematically cleanse and clear the Sixth House of the infestation. While we do, we will collect what valuables we find in payment to be split amongst those adventurers brave enough to join us.


If interested, inquire with the Survivors of the Tel located in the wonderful Cothon-Under-Star.


As with the hunt for the Denyan akho, I (and the Survivors) are looking for about six characters altogether who wish to join the delve. I plan on running the expedition during the week ending 3/20. So up to the first six who respond to this call to adventure will be selected to join, and we'll work out scheduling for that week once those who are interested sign on.


Saturday, December 26, 2020

Call to Adventure!

Word is out on the streets of Cothon the harbor-town: Telman of Tsipa has finally formalized his charter with the Soufets of Cothon-Gadeed, and the Hunt for the Denyan Akho will surely be underway within the next few weeks.

Two galleys lie in the slipways of the Kantor Kabljauhof taking in supplies and being fitted with catapult and ballistae with the intent to seek the sea-going beast that does great injury to the trading interests of both the Ten Cities League and the foreign Hanse of the Kantor; hence the charter of the Soufets, and the bounty offered by the Kantor ... Adventurers who join the effort will surely be well-rewarded!

Placards are carried to every tavern in Cothon, major and minor alike, their contents read aloud, and then the placards themselves nailed up for others to peruse their contents and judge for themselves whether the bounty is worth the risk of an akho's steely embrace:

If ye seek the prestige and wealth of adventure then seek ye Captain Telman of Tsipa! The brave and strong are invited to the hunt of a lifetime. We shall set forth from Cothon as hunter-seekers under charter of the Soufets, and strike to the hunting grounds of the Denyen Akho that has been terrorizing and looting trade ships. Not the least of which was the Peregrine Kyni, one of the treasure-galleys of the League of Ten Cities said to be carrying a vast fortune worth more than 20,000 gold! The wealth of which will all be ours to retain upon the beasts death as per the hunter-seeker charter! Not to mention the boon its death would have upon Cothon-Gadeed, and the fame therein.

Adventurers of experience can either receive a signing bonus for the expedition or be allowed first pick of any strange or unique items that are found, in addition to a negotiable share of the treasure. Inquire with Captain Telman at the docks.


The Hunter-Seeker Charter of Telman of Tsipa is a call for a kind of unique adventure outside the "usual" limits of the Tel al Safina and its surroundings. An adventure into the wider world, a scenario promising great potential profit--and fame! I would like to have up to six players join the Hunt--message me or comment if you are interested--and be aware! there is potentially a "premium" for those who sign first/earlier.

Once a "crew" has been established, and a proper departure-time set, the hunter-seeker galleys will depart from the harbor of Cothon no later than 9 January (our time), and return "all tides well" within two weeks of that date.