Showing posts with label the arena. Show all posts
Showing posts with label the arena. Show all posts

Sunday, December 17, 2023

Session #106: Masters of the Zihuitlani Games

The new solar year began at about the beginning of this lunar year. At about the same time, Gan ad-Din introduced Cothon-Gadeed to the new song and dance performing troupe, the Chroniclers. After playing  their way through the taverns of Cothon, Gan had hopes to tour Ittiyqa in the same way, and perhaps Baldashmun as well, and then have the Chroniclers work their way back to the Dual Cities overland.

To this end, he chartered Najm's ship, Saint Iskameen for transport to Ittiyqa. But there was more to Gan's plans. He also harbored hopes of enrolling in the Games there--the Zihuitlani Games, which are the major Games of that city, in the way that the Tripartite Games are the major Games for Cothon-Gadeed. Others were interested, either to participate with  Gan, or to watch and support him from the stands: Bartholomew Pettibone, of course, accompanied by his friend Hanaïs; Sesel and his wife Zaida al Rashid, as well as their captain of the guard Rand al Marashi to act as Gan's squire; and Fa Min and her own squire Demitrytus, who was interested in debuting in the Arena herself to introduce her new fighting school; and Heijo and Raoden also came.

In Ittiyqa, the company rented out an entire small inn for themselves and proceeded to present themselves to the quastors (gamesmasters) for permission to present a team of fighters for the Games. For the paltry sum of 5000 dinars, Gan ad-Din, Rand al Marashi, Fa Min, and Demitrytus were duly entered into the rolls of fighters and scheduled to take part in the Games as gladiators.

The Fighters:

  • Gan ad-Din
  • Rand al Marashi
  • Fa Min
  • Demitrytus

These fighters engaged in several fights, broken up in different kinds of duels. Fa Min with Demitrytus as squire were matched against Oleg and Grimr; Gan ad-Din and Rand battled Black Pietr and his squire Amaya; and then, after their success in both battles, the entire group was matched against another team in a an objective-based battle where they were tasked with taking a torch from a pit with a feshenga serpent to use to light their own bonfire, while defending or attacking against the other team.

Given that Fa Min is an elementalist--some kind of strange magic-user from a far away land--she was matched against the magic-user Oleg. While Demitrytus fenced with the horn-helmed barbarian Grimr, Fa Min sank Oleg into the earth to his waist and pinned him to the ground, and Oleg ultimately submitted--and the crowd acclaimed mercy.

Meanwhile, Gan ad-Din made an ostentatious entrance into the arena through magic and fire in his match against Pietr. He gave a great speech introducing himself as the Bearer of All Things, Right Hand of the Istrid, Princess of Flames, Renyu-friend and bathed in the fires of ru'un, and many other pretentious things. After this glorious speech, Black Pietr answered simply:

"I'll kill you just the same."

Well, Black Pietr's confidence was misplaced. He never even landed a blow on Gan. Meanwhile, Gan landed stroke after stroke against Pietr and finally laid him low. Meanwhile, Rand battled Amaya, fencing spear against sword; but when Pietr was laid out in the dirt and Gan turned to assist his squire and called for Amaya to yield, she did so, laying down her own arms, and she went forth from the gate of death, defeated but not slain.

The last match was fought against a team of three humans and a pair of semi-canine gadhars under the control of the Beastmaster, one of those opponents. There was a pit opened in the middle of the Arena for this, and a wooden bridge laid across the top for passage back and forth. Gan advanced onto the bridge and fought the enemy captain, a female duelist with a fine sword; meanwhile, the rest of the other team rushed for the stairs to get the torch in the pit to be taken back to their own bonfire to light it. The gadhars engaged the feshenga, but the humans were ultimately bogged down in battling Fa Min and Demitrytus and would be cut down. And Gan, on the bridge, would also fell his opponent.

But in an heroic show that played to the mood of the crowd, Gan and his team allowed mercy for the other team and had them healed of any fatal wounds, and then escorted them as captives to Gan's own bonfire, where the torch lit the great fire to the riotous acclaim of the crowds.

Any accounts by the player-characters who took part in these matches, or who observed them from the stands, will earn that player-character 100 xp per level if posted to this chronicle.


The Lucre

  • 5400 dinars (that's at 100 dn per hd, doubled for captains like Pietr, Oleg, and "the Kensai") from ransoms of the slain and the surrendered back to their families or societies (ransom money does not affect xp)
  • the Torch of Zihuitle, a great torch of silver and gold; would be worth an extraordinary 10,000 dinars if sold, but as a trophy of victory it is incomparable
  • Pietr's equipment:
    • masterwork mail (+1 AC but non-magical) (4000 dinars)
    • shield +2
    • helm of protection (+1 AC/saving throws)
    • masterwork sword (+1 to hit, non-magical) (1000 dinars)
  • Amaya's equipment:
    • fine plate armor (600 dinars)
    • shield +1
    • spear +1
    • Boots of Foundation (+1 to hit in melee; if the wearer takes a round to steady their footwork without attacking, attack at +3 to hit next round)
  • Oleg's equipment:
    • warhammer +1
    • masterwork linnothorax (+1 to AC, non-magical) (2000 dinars)
    • fine shield (100 dinars)
  • Grimr's equipment:
    • mail +1
    • fine shield (100 dinars)
    • masterwork axe (+1 to hit, non-magical) (700 dinars)

The Learning

  • 10,000 xp for winning the matches and earning the Torch of Zihuitle
  • x amount of xp, where x is the number of dinars earned by sale of any of the equipment taken by the victors--at the moment 0 (the total value of non-magical equipment is 8500 dn; magical equipment doesn't normally have a price on the open market, but could also be sold)
  • 391 xp from Pietr
  • 171 xp from Amaya
  • 271 xp from Oleg
  • 113 xp from Grimr
  • 389 xp from "the Kensai"
  • 170 xp from "the Peltast"
  • 216 xp from "the Beastmaster"
  • 223 xp from two gadhars (100 + hp ea.)
  • 278 xp from the feshenga (250 = hp)
The Cut
  • 3492 xp each to Gan ad-Din, Rand al Marashi, and Fa Min (Rand was a squire to Gan, but was played independently by another player, earning him a full share)
  • 1746 xp to Demitrytus
  • 1080 dinars each to Gan ad-Din, Sesel, Fa Min, Heijo, and Najm, who all went in together as "investors" in the team, to split the proceeds evenly. Sesel and Fa Min are expected to share their split with Rand and Demitrytus, respectively, at mutually agreeable fractions
  • the Torch of Zihuitle
  • the equipment from the defeated
    • victors have first refusal of any equipment they wish to keep for themselves
    • investors may then be allowed to take equipment they are interested in
    • dinars from sale of leftover items will be split five ways, like the split in dinars above, while the fighters will earn xp according to the selling price


 


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


Monday, January 9, 2023

A Surprise Match!

 The Results of the Games


What a spectacle! The Xoldasoteri Games have concluded, and concluded in a most surprising and spectacular way. After the normal--though nevertheless exciting!--round of contests between major gladiators, there was the specific Xoldasoteri contests, commencing with the match between Akklaw the Drone vs. Hlri Manhunter the Kzin, recapitulating in a ceremonial way the ancient Man-Kzin Wars. But even as the two gladiators circled, testing each other with tentative jabs, there was a flash on the sandy arena floor, and suddenly a barbarian stood there, armed with his great two-handed kopis, declaring himself Lars Ghar-Rider, Scion of the First Men!

The ensuing and surprising three-way gladiatorial contest ended with Akklaw and Lars teaming up against Hlri Manhunter in a kind of manifestation of the old alliance between humans and Klackons against the Kzinti. The crowd supported this with cheers, led from the stands perhaps by Bartholomew Pettibone, a most enthusiastic observer of the Games. Unfortunately, the spoiling with Lars threw the bookies' odds completely off, and everyone who bet on this match is left in the lurch, and potentially nursing a grudge ...


Akklaw vs. Hlri Manhunter vs. Lars

An unexpected match-up, including a spoiling contender, the Scribes feel this must be accounted first. Lars at first moved to engage both combatants (perhaps egged on by friends?) and body-checked Akklaw to the ground while he exchanged sword-blows with Hlri Manhunter. When the Klackon stood up and righted herself again, however, the Kzin and Klackon continued fighting each other (their slated opponent) while throwing extra attacks from their "off-hands" against Lars.

Lars focused on Hlri Manhunter predominantly, and after the chanting of the crowd and the mounting of his own injuries, he eventually maneuvered to pincer Hlri Manhunter between himself and Akklaw so that the Klackon drone couldn't attack him directly any more. Hlri Manhunter cried out that, "You've killed me, man-thing!" and attempted to rip out Lars' throat with his fangs ... but in concert with Akklaw's spears, Lars hacked into Hlri Manhunter's body with his kopis, and the Kzin warrior fell to the sands bleeding profusely to breathe his last (for now).

Badly ripped up by the Kzin's claws and fangs, Lars backed away, with chants from the stands remembering the old alliance; and Akklaw buried her spear-butts in the sand and offered a truce. To the swelling cheers of (much) of the crowd, Lars accepted, and so the two of them were escorted from the field by attendants of Akklaw's entourage, bearing the body of Hlri Manhunter with them as part of the spoils of victory, to be ransomed back to his fighting society for a handsome fee.

  • The Cut
    316 xp to Lars Ghar-Rider
    200 dinars (gp) to Lars Ghar-Rider as a pittance from Akklaw's spoils
    an introduction for Lars to Akklaw and her entourage, placing him at "tick 1" on a relationship clock with the Klackon warrior


The Combats

The other matches, though exciting bloodsport as they are, were less sensational than that surprise match. As before, Durham was the only player-character to bet, and so his winnings (and losses) will be reported as well. The results are as follows:

  1. Drago v. Theriax
    Both javelineers, the two faced off at a distance and exchanged missiles several times. At the last exchange before swords would have to be drawn, Drago (the only one wounded at that point), managed to nail Theriax with a debilitating leg injury. The crowd called for clemency, and it was granted.
    Durham bet 100 dinars on Drago, and won +67 dn
  2. Barshan v. Charna
    Barshan the Strong and Charna closed together in a strong clinch almost immediately. The two battered at each other's armor with their swords and pushed each other around the sands with their shields before Barshan was ultimately bested by Charna slipping her sword around his guard. Barshan was badly wounded, but not killed.
    Durham bet 100 dn on Barshan and lost it all
  3. Alora v. Khaled
    A second match between missile weapons, this time between archers. There was a preliminary target-shooting competition and then the two were pitted against each other directly. Unfortunately for Alora, she was hit by a life-threatening arrow quickly, and surrendered, being granted quarter by Khaled.
    Durham bet 50 dn on Alora and lost it all.
  4. Korbassh v. Ayob
    Three missile-contests! These two Sakkra hurled javelins at each other from a distance before finally having to close to battle it out in melee. Ayob the Shen was ultimately able to come out victorious, successfully using his tail-mace to surprise Korbassh and lay him low.
    Durham bet 100 dn on Ayob and won +133 dn
  5. Mortu v. Idrig
    Dread Mortu earned another notch on his Blade of Death in this match. Though Idrig put up a good fight, managing to wound Mortu three times, they all proved flesh wounds, and Mortu the Black was finally able to overthrow Idrig's defenses. Alas (or good, depending on one's view of spilt blood), Mortu stayed true to his reputation and slew Idrig when he yielded under the dark warrior's overbearing attack.
    Durham bet 100 dn on Mortu and won +50 dn
  6. Elam v. Shalla
    In quite a different surprise, there was no victor in this combat! Elam and Shalla proved almost equals in battle, with Shalla taking one more blow than Elam. But as she loomed over Elam, and he clearly yielded for all to see, Shalla suddenly turned pale and succumbed to her wounds, passing out over her defeated opponent. The bookies declare it a draw, and a spare few who bet thus must have made a fortune.
    Durham bet 50 dn on Elam and lost it all
  7. Akklaw the Drone vs. Hlri Manhunter
    results reported above--all bets refunded because of Lars' "spoiling"
  8. Klackon phalanx and human auxiliaries v. band of Kzin warriors
    Perhaps spurred on by the final friendship between Akklaw and Durham, representing the alliance that the Games commemorate, the Klackon phalanx held the day. Though the Kzinti pressed them badly, and cut down many humans and Klackons alike, the hedge of pikes presented by the Klackons--two spears per warrior!--finally took too much of a toll on the Kzinti, allowing the leonine warriors to be overrun by a last charge of the Klackons.


Avinnia Competes

The only other player-character to interact directly with the Games, Avinnia caroused and was able to participate in one of the contests.

Despite her small size, Avinnia managed to convince her way into a wrestling contest among ephebe-youths all spoiling for victory. Because of her preternatural control of self, she was able to bind and lock her opponents, one after another, and finally come out dominant. Whoever bet on that scrawny and gangly girl certainly walked away with a pretty mithqal, given that most would have bet against her.

As for Avinnia, she spent 500 dinars (perhaps on bribes to get into the contest?), earned 500 xp, and received a silver laurel of victory, worth 250 dinars.


Monday, January 2, 2023

The Xoldasoteri Games

Trumpets blare and timbrels clash! The Coreguyi Arena is strewn with fresh sand and the fighting societies march from their headquarters, instruments sounding, swords and spears clattering against shields, warsongs boldly shouted. The Xoldasoteri Games are begun.

The Klackon phalanx who will battle in the Arena ...
see below

These, the Xoldasoteri Games, are the last of the trilogy of games that recapitulate the Man-Kzin Wars in gladiator format in the great Coreguyi Arena. The Coreguyi Games mark the early wars; the Tsamri-Hane Games represent a kind of middle period moving toward peace; and these last games mark the end of the Wars and the coming into its own of Cothon-Gadeed and the real beginning of the Ten Cities League.

The recent election of new Souffets symbolically corresponds with this final establishment of power over the traditional Kzin enemies of Gadeed (and Tsurr before). The powers of the Souffets to rule are connected with the New City (Gadeed) finally coming into its own--and the tribulations of new Souffets in the first year of their office are symbolically linked to the early troubles of the city establishing itself and coming into its own.

Like the other games, these Xoldasoteri Games are gladiatorial at core, though also involving other athletic contests and displays. The spectacle of these Games, however, revolves around the otherwise unprecedented involvement of the Xolda Klackons in the arena. In keeping with the traditions of the other Games, this is an historic theme.

Whereas, for instance, the Tsamri-Hane Games commemorate a peace won between Man and Kzin so many years ago, the Xoldasoteri games represent the coming of the Klackons. This last incident was a lynchpin in the history of Cothon, for it was the Klackons who finally built the fortifications that made Cothon (and Gadeed) secure against all the sieges and assaults of the Kzinti. And with Cothon-and-Gadeed secure, the two cities were able to extend their influence to other nearby cities, to offer military aid, and thus to ultimately secure the loyalty of the Ten Cities of the League.


The major event of these games is the pitting of Klackons against various foes (beastly, human, and Kzinti). While this isn't meant to subtract from the combats between established gladiators, it is meant as a glorious reminder of the miraculous arrival of the Klackons in Gadeed's most desperate hour, and of the Accord that was established here between humans and Klackons, to stand against alien aggression.


Player-characters may engage with the games by carousing, per these rules for the Tsamri-Hane Games:

Carousing the Games

Those player-characters who wish may spend downtime this week (ending 7 January) to carouse the taverns and arenas during this week's games, and may thus spend up to 100 gp per level, earning the same amount as xp, and then also rolling 2d6 on the table published along with the Coreguyi Games (here). 

  • A character who spends at least 150 gp rolls on the table at +1
  • A character who spends at least 500 gp rolls on the table at a further +1
  • Providing a narrative description of at least part of how the money is being spent (as a comment here, or in the downtime thread of the Discord server) will also earn a player-character a +1 on their roll on the table
  • (these are cumulative and so altogether a maximum of +3 can thus be earned)


Betting at the Arena

Bookies have gathered at the gates to the Arena, eager to take bets on the various planned gladiatorial combats. Characters may bet without spending any downtime, and may bet even if they do not carouse the games. The bookmakers will not take bets in excess of 1000 dinars--such bets should be done in private clubs or between friends, where anything may be bet upon.

These bets are expressed fractionally: consider odds of 2/3 for Drago and against Theriax. A bet of 100 dinars for Drago and he wins will earn the bettor back 66 dinars for the bettor. A winning bet for Theriax would earn back for the bettor 150 dinars. &c.

Alora
All bets must be placed by 7 January. As with the Tsamri-Hane Games, the referee will work out the results of the contests and post them with some additional description, hopefully by 14 January (I know last time it took forever, I'm hoping to be better this year).


The Roster of Contests

  • Khaled
    Drago of the Heroic Companions of Hrrl-Ra vs. Theriax the Peltast
    odds 2/3 favoring Drago
  • Barshan the Strong vs. Charna of Arnhe
    odds 4/5 favoring Barshan
  • Alora of Tsipa vs. Khaled al Dekkeri
    odds 5/4 favoring Khaled
  • Korbassh the Sakkra vs. Ayob the Shen
    odds 3/4 in favor of Korbassh
  • Mortu the Black vs. Idrig the Denyan
    odds 1/2 favoring Mortu
    Ayob
  • Elam al Kir vs. Shalla the Aridani
    odds 6/5 favoring Shalla

Unlike earlier Games, these Games will involve quite a few Klackons. First, a single combat between one Klackon and a Kzin warrior; then later and somewhat unusually, a mass melee of a phalanx of Klackons and human auxiliaries against a pack of Kzinti Heroes.
Korbassh
  • Aklaw the Klackon vs. Hlri-Manhunter the Kzin
    odds 3/2 in favor of Hlri-Manhunter
  • a phalanx of Klackons and humans vs. a group of Kzin warriors
    odds 4/5 in favor of the phalanx


As always, the Confraternity of 'Issa will be out during these games, protesting, proselytizing, claiming that blood sport and use of slaves in such games is an evil that society would be better without. And, as always, they will be laughed at as strange radicals with bizarre views, and only a few will actively engage with their arguments or concerns.


Sunday, April 24, 2022

Results of the Games

[The Scribes apologize for their long inactivity; they profess the most pressing trouble upon them has been the rumor of the Red Cloud and his imminent threat to the Dual-Cities. And that, because of duties relating to this trouble and the sending and receiving of messages, they have had little time to chronicle things for the barbarians of Cothon ...]


The Tsamri-Hane Games were held several months ago; and though the results of the gladiatorial matches are at this point widely known (and probably widely forgotten by many whose worries about the Red Cloud overwhelm their enthusiasm for the combats of the Arena), the barbarian-adventurers who dwell in Cothon may not have heard their results.

Truthfully, it matters only to perhaps a couple barbarians--the most paid the Games hardly any heed--but for those who were interested, the results are here posted for their knowledge:


1. In the match Drago v. Barshan the Strong, it was Barshan who came out victorious. In a surprise upset Barshan closed the distance quickly, clinching his enemy in a wrestling bind, and Drago yielded quickly after that

2. In Idrig v. Charna of Arnhe, Idrig performed as expected. The two closed into melee and exchanged several blows, but Idrig's skill proved superior and Charna found herself defeated. When she yielded, Idrig granted her life (a theme that would continue through the rest of the Games)

3. Between the javelineers Theriax the Peltast v. Korbassh the Sakkra, it was the Sakkra who proved superior. Bearing out his specie's skill in thrown weapons, Korbassh wounded his enemy in the first exchange of darts, and then, after avoiding all of his enemy's javelins, caught Theriax in a strong clinch; Theriax yielded and was granted life

4. In the battle between Elam al Kir v. Hiri Man-Hunter, the latter won handily with his superior Kzin strength. The two came together in melee, but Elam was unsettled by Hiri's "scream and leap" and surrendered with the Kzin's fangs at his throat; he was allowed his life

5. And in the anticipated Mortu the Black v. Shalla the Aridani another upset! After only a short melee and clinch, Shalla was able to disarm Mortu of his dreaded "Blade of Death"; without his weapon, Mortu offered his throat to be cut, yet much to the disappointment of the crowd, Shalla granted Mortu his life.


As for the animal battles:

1. The pack of gadhars easily overwhelmed the chlen they were set upon

2. Between the qaqtla and the yeki, the poisonous whips of the qaqtla serpent took their toll, and the yeki succumbed to the venom and was ultimately killed

3. Finally, between the zrne and the crowd of chnelh ape-men, the crowd was surprised when the leaping predator succumbed to numbers, and the chnelh closed together with their crude clubs and beat the zrne to death (not without a few bloody deaths of their own, to the satisfaction of the crowd)


The only barbarian that the Scribes received word of actually betting on the Games was Durham of the Ringing Anvil, who successfully bet only on the initial battle between Drago and Barshan the Strong. Alas for Durham, his other bets all backed the losers. But with 100 dinars (gp) bet to Barshan, Durham at least wins back 125 gp through Barshan's victory. Better luck next Games, Durham!



Wednesday, January 12, 2022

The Tsamri-Hane Games

The blare of trumpets breaks the morning air!

Timbrels clash, and chants are raised in all corners of the Dual-Cities, paeans to heroes of old and warsongs for the fighting-men and -women who come forth armed for conflict in the great Coreguyi Arena.

Just as the Long Peace echoed last year's public mourning of the Long Wake, so this year's Tsamri-Hane Games are like the resounding notes of the great Coreguyi Games. But their place in the public memory of the state-cult are their own; for the Tsamri-Hane Games commemorate a negotiated peace during the Twelfth of the Man-Kzin Wars, the so-called Peace of Nagib. And though that peace was broken (by Kzin treachery!), still its negotiation is remembered as moment of strength for Gadeed and its (then small) military cothon-harbor, and a presaging of the current age of general peace between Men and Kzinti and Mrrshans. (the history of this Peace and its importance are sketched here)

So the trumpets blare, and drums roll, and the members of the fighting-societies raise their voices in song anticipating the Games! This will be a week of athletic contests and gladiatorial contests, of the spectacle of beasts and gore in arenas both great and small, and wine and sweetmeats overflowing from all the taverns of the cities in a great exuberance of festival.


Carousing the Games

Those player-characters who wish may spend downtime this week (ending 1/15) to carouse the taverns and arenas during this week's games, and may thus spend up to 100 gp per level, earning the same amount as xp, and then also rolling 2d6 on the table published along with the Coreguyi Games (here). 

  • A character who spends at least 150 gp rolls on the table at +1
  • A character who spends at least 500 gp rolls on the table at a further +1
  • Providing a narrative description of at least part of how the money is being spent (as a comment here, or in the downtime thread of the Discord server) will also earn a player-character a +1 on their roll on the table
  • (these are cumulative and so altogether a maximum of +3 can thus be earned)


Betting at the Arena

In the Coreguyi Arena, meanwhile, fresh sand is spread out in preparation for the week of gladiatorial matches and athletic competitions. The howls and snarls of animals can be heard from the pits and cages below the arena (linked to Medina al Taht, perhaps, and adventurer might muse?). And by the gates, placards are erected detailing the list of major matches between the more skilled and (in)famous gladiators, while bookmakers take up their chalk and slate and wet their lips in anticipation of the sheer volume of dirhams and dinars that will flow 'round through their books.

Player-characters may bet even if they don't spend any time carousing, and betting does not require any kind of downtime. As mentioned elsewhere (bottom of this post), the bookmakers of the Arena will not take bets over 1000 dinars (gp), as such extravagances are better suited to the private affairs of the extremely wealthy. Personal bets can be arranged however the bettors agree, completely ignoring official odds; the terms are up to the individuals staking money.

Barshan

The roster of major fights is as follows:

  1. Drago of the Heroic Companions of Hrrl-ra vs. Barshan the Strong
    odds 4/5 favoring Drago, who recently helped win against a Bulrathi in another duel
  2. Idrig the Denyan vs. Charna of Arnhe
    odds 1/2 favoring Idrig
    Idrig
  3. Theriax the Peltast vs. the Sakkra javelineer Korbassh
    odds 3/2 favoring the Sakkra over Theriax
  4. Elam al Kir vs. the Kzin Hlri-Manhunter
    odds 2/1 favoring the Kzin, despite Elam's ultimate victory during the Coreguyi Games

  5. Charna
    Mortu the Black vs. Shalla the Aridani
    odds 1/3 favoring Mortu and his "Blade of Death", ricasso notched with every killing-victory

Interspersed among these combats will also be a series of fights between deadly and
exotic beasts, namely:

  1. a triad of hunting gadhars harassing an angry chlen draft-beast
    odds 1/2 favoring the gadhars
    Mortu
  2. a many-legged yeki dueling a poison-whipped qaqtla-serpent
    odds 3/2 favoring the qaqtla
  3. the dreadful leaping zrne hemmed in by a group of club-wielding chnelh ape-creatures
    odds 1/3 favoring the zrne

Shalla
Payouts will work thusly: assuming a bet of 100 dinars on Theriax (3/2), and a victory by him, the bettor would win back his 100 dinars, plus 150 more for 250 altogether.
Assuming the same bet of 100 dinars, but for Korbassh (2/3) and assuming he wins, the bettor would then receive back his 100 dinars, plus 66 more and 6 dirhams for a total of 166.6 dinars.

All bets must be placed by Sunday evening (1/16), either as a comment here or in the downtime section of the Discord server; thereafter the Scribes will addend to the chronicle regarding the outcomes of the various duels, and any payouts due. It should be noted that, in accordance with the Peace which these games are celebrating, it is in even worse than usual bad taste for gladiators to kill their opponents in the Arena; the fights are supposed to be exhibitions of skill and showy swordsmanship, with just enough blood to satisfy the crowds. A death during these Games is considered an omen of evil for the coming year, and so one can imagine the handlers of Mortu the Black stressing again and again that he is to maim his opponents at worst ...

(Though the beasts are of course expected to slaughter each other).

And, as with all of these public games and the violence and drunkenness and orgies that they entail, the Confraternity of 'Issa will be out "in force" over the next week, proselytizing about the evils of all this violence and the slavery that underpins it, and the cruelty to the animals relegated to the Arena; and though most will scoff at them, and shake the dust of their cloaks off on these zealots and their ridiculous beliefs, some few among the crowds may listen to and heed their arguments. But there will always be fools.



Wednesday, June 30, 2021

In the "Court of the Sword" -- Kzin v. Bulrathi

As the huge red sun leans west across the sky, the sands of the Coreguyi Arena are cleared of the detritus of preliminary matches to make way for the main duel, the prospect of which has drawn huge crowds from both Cothon and Gadeed, and caused many a dinar and nufdinar to be handed over to the bookmakers as bets fly fast and thick. The corpses of condemned criminals, who were offered their chance with knife and spear to survive against vicious leaping zrne, are carried from the sands, while the zrne are corralled by their handlers; fresh sand is cast over the floor of the Arena to cover the scent of blood; and in the seats above, hawkers sell sweet-wax cakes, refreshing posca, skewers of grilled meats and vegetables, and other such hand-snacks.


Finally, into the Arena stride the warrior-combatants, the champions of their respective sides in the legal dispute between the Heroic Companions of Hrrl-ra and the masters of the Migdol of the Dyers and Fish-Fermenters, i.e. the Bani Barcidae. For the former Companions, steps forth Seeker-for-Relics, a grinning Kzin warrior, unarmored and wielding his traditional wtsai-sword and a great shield (and at his side paces the gladiator Drago, armed with javelins and a light whicker shield); meanwhile, looming larger even than the tall Kzin, and gleaming in his fine plate armor, the Bulrathi warrior Kobur presents himself, carrying only his great macuahuitl warclub.

The crowd erupts in excited cheers, well-anticipating the titanic conflict that will play out on the sands below them. Many of them have silver or gold wagered on the victory of one or the other; some, including the onlooking Sesel of the Survivors of the Tel, are more interested in the legal outcome of the duel, for if Seeker can cut down his Bulrathi opponent, the Barcidae will have to withdraw their claims to assess tolls for passage on the beaches beneath their Migdol fortress (especially interested, given the Survivors' own legal troubles with the Barcidae!)

But before the combat can begin, a magistrate of the Court of the Moon rises and raises his hands, quietening the crowd. He reminds the audience of the reason for this duel--that the contestant parties were not satisfied with the arbitration of the courts, and so appealed to the final court, the Arena--the "Court of the Sword". With that, he nods to the heralds, and with a fanfare of trumpets, the duel begins!


---------


With the sound of the horn, Seeker-for-Relics immediately bounded forward fangs bared in a wild grin, snarling and screaming, following the Kzin warrior-tradition of "Scream and Leap". Against a mere man, such a show of sword, fangs, and bestial muscle might have ended the fight right there in a panic, but Kobur stood firm, raising his macuahuitl in defense and snarling back.

But Kobur could not give his full attention to the defense against Seeker, for Drago began circling broadly, hefting his first javelin in his hand, looking for an opening against the armored-Bulrathi. And so Seeker got in his first blow against his foe, using his shield for offense, trying to pin Kobur's club against his body while he thrust in with his wtsai. But even as Seeker earned first blood, Kobur smashed him back with his fists.

As Seeker fell back, shaking his head and spitting blood, Drago cast his first javelin. The missile glance from Kobur's gleaming armor, but distracting the Bulrathi. Seeing this opening, Seeker once again leapt in, pressing in close with his shield to use his sword in close, closer than the great swings Kobur needed to properly wield his club.

In the midst of this scrum, Kobur suddenly lost his footing in the sand and stumbled back, shaking his own helmed head as he sought to withdraw enough to set up properly in defense. Another javelin from Drago clattered off his back plate, and as he turned to roar at this foolish peltast, Seeker once again rushed in, striking desperately with his sword. It seemed clear to the audience that Seeker recognized that even one blow of the Bulrathi's great macuahuitl could lay him out dead, and so he was attempting to press the fight closely to prevent the warclub's use.

But Seeker was thrown back by Kobur, and the Bulrathi finally had the range to wind up a proper stroke. Instead of attempting to take it on his shield, Seeker instead cast the shield aside and leapt in again, claws bared, hoping to get in close enough with claw and fang to forestall the coming blow--and indeed, as he leapt up on the great ursine figure of his foe, he buried his fangs in the Bulrathi's throat. The deadly stroke never fell--rather, the great warclub dropped from Kobur's weakening hands as the great warrior slumped down, his blood staining both the sands and the fangs of the Kzin red.

Leaning over his fallen foe, Seeker unlaced the Bulrathi's helm and cut off one ear with his wtsai as trophy, and then took his lap around the Arena, howling his victory and raising the excited shouting of those in the crowd who supported him, and the sullen glares of the Barcidae representatives in the first rows.


---------


According to their rights in the Arena, the Heroic Companions of Hrrl-ra claimed the arms and armor of Kobur, but ransomed his body back to the Barcidae for the respectable sum of 500 dinars.

Concerning the few wagers by player-characters, both bet on Seeker-for-Relics, and so will no doubt be pleased to collect their winnings:

Persephone bet 200 dinars, and so will earn back her bet, plus 300 gold

Meanwhile, Durham of the Ringing Anvil (and more on the rumors of activity around that institution later) bet 400 dinars, and so wins back his bet, plus 600 gold


Thursday, June 24, 2021

Kzin v. Bulrathi: All Bets are Open!

The Dual-Cities are busy preparing for the religious Procession of Locor--in Cothon, the brine of the sea-breezes mixes pleasantly with the perfumed scent of tetel flowers growing plentifully among rooftop gardens, which will be scattered before the idol as it is carried from its heroön in Gadeed, while storefronts and awnings are decked with blue-dyed banners and prayer-flags, both along the processional way and throughout the rest of the city. The great sun shines brightly red over clear days and fine weather, and anticipation is tangible, excitement for the pageantry, for the great fire and sacrifices; even the tinge of apprehension from dark rumors of disgruntled Longshoremen seems to have vanished under the bright sun.

(Odds and the procedure for betting are below the Bulrathi)


But meanwhile, quite different preparations are underway, and quite different anticipation is felt--as the Coreguyi Arena is prepared with fresh sands, and with the acquisition of criminals and beasts for the opening entertainments, the great tavern Herm & Stone is packed with guests drinking in support of the Heroic Companions and their chosen champion Seeker-for-Relics; while behind the walls of the Migdol of Dyers and Fermenters, the Bulrathi warrior Kobur, champion of the Barcidae, sees to the burnishing and fitting of his battle-armor.

For it is only some weeks since the Heroic Companions crossed the sands under the Migdol, but refused to pay the new toll demanded by the Barcidae overlords for such passage, ultimately resulting in a challenge to arbitrate the disagreement in the so-called "Court of the Sword"--the Coreguyi Arena.

Following so closely on the recent case in the Court of the Moon over almost the same issue between the Barcidae and another adventuring company, the Survivors of the Tel, this upcoming contest between the Companions and the Barcidae has drawn a great deal of attention, and bookmakers are excited for the prospect of a duel between a Bulrathi and a Kzin in the arena. The two great warrior races--heavy and ursine Bulrathi and leonine and ruthless Kzinti--when pitted against each other to the death will no doubt draw excited crowds to the Arena, crowds eager to wager on which of the warriors will come out of the Arena victorious (rather than slain, the body ransomed back to friends or family).

At stake for the contending parties, other than the prospect of death in the Arena, is whether the Heroic Companions are liable to pay the passage-toll to the Barcidae (if Seeker loses), or if they successfully deny the toll for themselves, and revoke the toll for all in future as an "innovation" (if Seeker should win). No doubt certain parties await the legal outcome with great interest; but most of the citizens and denizens who will flock to the arena are more interested to hear about the champions themselves. So:


Seeker-for-Relics

Kzin comrade of Akin the Beautiful, Seeker-for-Relics is one of the founding members of the Heroic Companions of Hrrl-ra. A young Hero, he has not yet earned a Name, and so goes by the description of his current occupation. He wields a wtsai, the traditional Kzin-sword, which though somewhat short for an eight-foot-tall Kzin, is nevertheless quite a sword. Before the formation of the Heroic Companions, Seeker has appeared twice in the Coreguyi Arena as a champion-for-hire, and bested his opponents both times.

Because of Kobur's natural advantages in size and strength, the judges have allowed Seeker-for-Relics to appear in the Arena with an inexperienced man-at-arms to be armed as a peltast, i.e. a javelineer (shield, javelins, and dagger). The Heroic Companions have purchased an untested gladiator for this purpose, and promised him manumission if Seeker wins and survives.

a Kzin, by me


Kobur Slagkh's-Nephew

Though not actually much taller than his Kzin opponent, nevertheless the hulking form of Kobur, broad-shouldered and heavy with muscle nevertheless projects a vision of gigantism, especially when viewed by mere humans. Nephew of the sro-wealthy armorer and arms-seller Slagkh, Kobur is well ensconced in the Bulrathi clan of the Barcidae who rule the Migdol-fortress just north of Cothon along the coast. Kobur has represented his clan as champion in the Arena twice before, crushing his opponents in both events.

Outfitted in plate armor and wielding a great macuahuitl fashioned of the mysterious greenish alloy zortrium, Kobur would seem an indomitable opponent. His only real disadvantage in this combat will be his reactions, slow in comparison to the Kzin's zrne-quick leaps, and his ability to chase down his lighter armed and armored opponents.

Kobur in armor ...


The Odds and Betmaking

As mentioned above, Seeker will enter the Arena with a human man-at-arms armed as a peltast, with shield and javelins, in order to even the odds--all of which is to say, Kobur is the expected victor and the odds are calculated in his favor. Nevertheless, the Kzin's faster reactions and the addition of the slave-peltast do somewhat to mitigate the Bulrathi's enormous strength. The fact that both champions have each bested two opponents in the past means that past victories weighs little in the calculation of these odds.

Therefore, the official odds for bets placed with the bookmakers of the Coreguyi Arena are 3/2 in the favor of Kobur. A winning bet of 10 dinars on Kobur will earn the bettor back his 10, plus 7 dinars and 1 nufdinar (7.5 gp); whereas a winning bet on Seeker of 10 dinars will earn the bettor back his wagered 10, plus 15 additional gold; etc.

The bookmakers of the Arena will not take bets in excess of 1000 dinars. Such great sums would be better gambled as private bets, as the nobility of the Cities do--often betting on more obscure criteria, such who will win "first blood", or if a combatant should ever fall prone, or give way, or bowl over his opponent, etc. etc.

Please leave a comment on this post with your wager, or message me with same, by Sunday night. On Monday I will actually roll out the combat, dice and all, and will thereafter post a description of the contest, its outcome, and any winnings.


Friday, January 8, 2021

The Coreguyi Games

The Pyre is lit!

Even as the pink fingers of dawn just reach over the eastern horizon, the red-orange glow of the Heroes' Pyre shines forth over the walls of the great Coreguyi Arena, as the effigies of heroes laid low of old are once again laid on the bier and sent with the rising flames to join the transcendent halls of the honored dead. The secret rites of the fighting-societies have been conducted all through the night; now with the lighting of the pyres, a fanfare of trumpets from the high walls of the Arena announce the beginning of the Coreguyi Games and the public participation in the funereal remembrance of heroic ancecstors.

From their guildhalls, the various fighting-societies gather and make their processions through the streets of the Dual-Cities to the Arena, clashing swords and spears against their shields, carrying aloft the colors of their society, marching to the beat of drums, to the blare of trumpets, or even to the fifing pipes.

Herds of hmela will be slaughtered this morning and during the following week, and roasted in the public houses and temples, the best cuts taken by nobles and priests, but the rest of the meat shared out to the common people in public feasts and liturgies. And wine will flow in at these liturgies, and then in even greater abundance afterwards in private symposia.

At the Arena itself, every day will bring a new slate of athletic and gladiatorial contests. Footraces, boxing, archery, wrestling, and even rhetorical and poetical competitions will take up the morning, open to anyone willing to compete for the prize of a palm frond and a silver torc. Then the afternoon will be filled with the bloodsport of the fighting-societies: gadhars, zrne, chnelh and other beasts will be hunted through the arena, whetting the crowd's appetites, and then the gladiators, famous veterans and newcomers alike will pair off.

Such warriors as Grond the Grim, Himar al Chlen, Theriax the Peltast and even the fighting-woman Shalla the Aridani will all shed blood for the enjoyment of the populace--and some in the crowd will secretly hope for another tragedy like the last Games, when the infamous and cruel Mortu the Black refused mercy for the beloved veteran Wulfherr the Barbarian, and slew him despite the cries of, "Let him go!" from the seats above.




 

Taking part in the festivities of the Games requires spending a character's downtime for the week--the various feasts and symposia, and attending the Arena to watch the Games themselves, not to mention the late night benders through the taverns with gladiators and athletes, victorious and defeated--all of this precludes and productivity on other projects during the week. (those not partaking in the Games are free to spend their downtimes as they wish, of course)

To fully partake in the Games, a character may spend up to 100 gp per level; he or she will gain an equivalent amount of xp (barring certain outcomes below), and then roll 2d6 and cross reference the result with the occurrences on the table below.

Any who have spent at least 100 gold on the Long Wake in the weeks prior to this will add +1 per 100 gold to the results of their 2d6 roll (and thus may avoid the worst outcomes, while possibly rolling higher than a "12")



2d6

Roll


The Coreguyi Games



2

Whether  you indulged in too much wine during the festivities, or that one street 

vendor's falafel gave you food poisoning, you spent most of the Games with the 

flux; gain no xp 



3

Competing  in one of the non-gladiatorial contests--a footrace, boxing match, 

etc.--nevertheless turned out poorly. Not only did you lose, but suffer an injury, 

temporarily weakened by -1 HD (minimum hp 1) on your next expedition



4

Your support for one particular gladiator earns you the enmity of his rival's 

supporters, and things got heated. You now have a Rival in the city, and must roll a d20; if it's over your CHA, the argument got physical, suffer 1-4 hp damage


5

Not everyone can win--the gladiator you wagered on was defeated, and now you're out 10-200 gold (1d20 x 10 gp)



6

Your enjoyment of the Games was interrupted by a group of Issites who invaded 

the Arena near you and loudly decried the Games as sinfully violent, and abhorrent evidence of the evils of slavery; earn only ½ xp from this event, but you may approach the Issites to initiate a new relationship with their leader


7

From a good seat you get a full view of the various competitions and gladiatorial 

contests and thoroughly enjoy the Games!


8

Luck guided your gold when betting, and your man won through to take up the 

palm frond of victory--and you win 10-200 gold (1d20 x 10 gp)



9

A spared gladiator notes your gesture of the "sheathed thumb" in particular when defeated, and makes a point of finding you out in the crowd afterward to make your acquaintance; this opens a new friendly relationship with the fighting-man



10

To the skilled, victory! Competing in a footrace, archery shoot, or perhaps even a 

contest of oration and poetry, you actually beat out your competitors and receive a palm frond and a silver torc fashioned like a wreath of laurel (worth 250 gold)



11

At one of the many public liturgies (feasts) offered by citizens and those of means 

during the festival, you prove to be an interesting dinner-companion; this opens a new relationship with a citizen of Gadeed, or some other personage



12

After the Games you find yourself at the Heroön, tavern of the gladiators, 

celebrating with paeans to the victors and elegies for the dead. Gain xp equal to 1.5 times the gold you spent (or, if feeling loquacious, earn double xp if you actually write up a bit of verse!)



13

You found yourself part of the procession of a fighting-society as it marches 

through the streets and ultimately enters the Arena, led by a lictor and musicians; invited to join the society during the "melee", you acquit yourself well, and receive a splendid weapon or piece of armor from the society in gratitude


14

Part of your gold is spent purchasing a beast for the "hunts", or outfitting a slave or squire to take part in the combats; if they survive, their service is yours



15

Not only did you win a prize in one of the various competitions (as 10 above), but your victory was so commanding or graceful that it earned you the notice of a 

potential Patron, thus opening a special relationship clock



Let me know in the comments down below, on Discord, or by email the results of your character's carousing