Monday, January 11, 2021

Durham's Log 4: A Swim in the Dark

 (written by Durham's player, Joel, concerning a recent foray into the Sea Caves, and earning Durham 100 xp per level)

With the promise of coin from Zayta for more information of the pirate camp and bounty, should we capture a pirate alive. I went to recruit a small team to recon the area.

I ran into an egar new adventurer name Bartholomew. He is a magic user and a student of many languages. He is an eager soul with many clever ideas.

I also hired Bridne for her martial arts as insurance if we ran into a fight. My faithful renyu Pako was are guide.

We headed north to the caves, navigating our way to the camp. There was a small camp on the beach and further down the beach was a ship and another ship on the other side of the cave.

I crept up to investigate the camp and heard voices in conversation,. Several normal voice and one deep growling voice. I used my scanner to see eight lifeforms. I went back to my compatriots to report what I had found. Bartholomew suggested we keep watch on the camp while one of us investigated the ships. I volunteered.

Leaving Bartholomew and Bridne behind I crossed the channel that traveled down the sea cave to the beach on the other side of the sea cave. The ship I first saw was black with a hawk face with sides painted like wing where the oars came out. What a terrifying sight it must be when at full speed, oars imitating flapping wings. The second ship had a prominent ram on it shaped like a nautilus, tentacles waiting to impale a board side of a galley.

With a description of both ships I slipped back to my party. When I came to the sudden realization that I was not alone in the water. Whatever the creature was beneath me seemed to pay me no mind so I continued careful not to bring attention to myself.

Bartholomew and Bridne had been watching the camp, the pirates have been drinking and Bartholomew had pick out a suitable candidate for captur. We waited until he went to relieve himself then Bartholomew whispered a word and made a gesture with his hand and the mark fell down into deep sleep. Other members of the camp heard and called out to their friend. I knew they would come and investigate but I remember all the pranks I would pull on my brother by throwing my voice. I called upon those talents once again and gave my best performances of a drunkard with a mouth full of sand. The other pirates seemed convinced and returned to their drink.

Lifting our captive we slipped away from the camp then bound and gaged him. He soon woke. With a knife to his throat and snarling Pako, he accepted our request.

We made our way back only encountering a strange snake with large globe like eyes that slithered away. The rest of our trip was uneventful. Bartholomew had some questions about our procedure thinking it strange to walk our bounty in the open street. I guess they have no outlaws or criminals where he is from.

Zayta was please with our success placing a large bag of coin in front of us. We split our bounty separated ways. Pako and I retired to my usual booth at the Kantor. Where I met a lovely dancer by the name of Vituria.



Session #11: The Hunt for the Denyan Akho *Updated with the Return of the Intrepid Hunters!*

 While the excitement of the Coreguyi Games consumes the Dual-Cities, four adventurers make their way through the festivities in the streets to the Kantor Kabljauhof where two galleys--the Wind's Pleasure and the Wandersail--are ready to cast off into the harbor and out to the wider waters of Dirac's Sea, commanded by the young captain Telman of Tsipa.

They come answering Telman's call to adventure--to what end? To seek the dreaded akho that haunts the Straits of Denya, disrupting trade to and from the cities to the east. One of the Ten Cities' League's own ships, the treasure galley Peregrine Kyni, was even amongst its victims in recent months, and so the Kantor of the Hanse and the Soufets of the city have offered a joint bounty of 10,000 gold for the destruction of the beast, plus the freedom to recover and alienate any treasure from the beast's victims where they lie upon the sea floor.

Intrigued by this promise of gold and adventure, four of the recent newcome-adventurers answered the call, and join the crews of Telman's galleys as they slip out to sea early in the morning:


  • Sesel (fighting-man 3)
  • Avin (magic-user 3)
  • Durham (fighting-man 3)
  • Ravna (magic-user 2)


As to the results of this expedition, the city will have to wait to hear, for the Straits of Denya are a full week away under good sail ...

...

Three ships pulled into the harbor, two weeks after the Wind's Pleasure and the Wandersail set out to sea--those very two galleys, escorting the merchant ship Manafi'u, captained by Ishme Ea, a man grateful to the heroes of Telman's galleys who delivered his ship from the grip of the akho!

And what a haul of treasure they return with! The ironside carapace of the akho is displayed outside the Kantor, along with the steely cable-like tentacles cut from the beast, all strung up for the week to show off the success of the expedition. And much more was recovered--a collection of artefacts taken up from the wracks of ship in the Denyan Straits, pulled down by the monster, as well as numerous chests filled with coin from the cities of the east. Alas, the trade goods carried in the wracks' bellies were too badly rotted and waterlogged, but nevertheless there is no little lucre to be shared out to the heroes who accompanied the venture, and even to the common crewmen of the galleys.

The story of the expedition is fairly straightforward, as told by many an oarsman who went along--partway out, they observed a raiding vessel crewed by Sakkra attacking another merchantman, but felt unsure that they could deal with it while maintaining their own strength to attack the akho. Further on, a gelatinous muagh climbed its way into one ship and claimed two crewmen before being driven off by fire. At the moot-beach of Denya, agreements were reached with the Denyali tribesfolk to use their lumber for the creation of a decoy-raft. This plan worked almost perfectly, as the akho attacked the raft, while the ballistae and catapults of the two galleys hammered the monster from afar. But the beast slipped under the waters before its demise, and only resurfaced later to attack the Manafi'u, at which point it was finally slain by catapult shot, and the riches of its underwater grave looted by the long-breathing Avin.

More detail can surely be heard at the Kantor from Durham's version of events, while Sesel at Cothon-Under-Star gives his own accounting.

But as to the haul ...


Treasure

  • 5173 gp per character share (including actual coin, value of gems, value of akho parts, &c.)
  • silver torc
  • pair of eyeball-sized metal orbs, both with a black "lens" on one side and stud opposite
  • scrollcase containing scroll
  • gilt warhammer head
  • strange plate armor of non-metal blue-black carapace parts
  • ornate shield boss
  • ring
  • metal cylinder containing 11 vials of a mysterious clear liquid
  • a shirt of mail

Experience

  • 5173 xp per character (treasure)
  • 162.5 for 1/2 muagh (300 + hp / 2)
  • 427.5 for 1/2 akho (800 + hp / 2)
  • 200 xp to each character for an expedition into "the world beyond"

The Cut

  • 5173 gp per character
  • 5520 xp per character
  • Telman claims the shirt of mail; the other items are all already accounted for per character claims

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

Wednesday, January 6, 2021

From the Journals of Bartholomew Pettibone, of the House Pettibone

A Purveyor of Enchanting Sorcery


(a play report from Phil, player of Bartholomew Pettibone, regarding the last session and thus earning Bartholomew 100 xp per level)


02 January 2021 – for lack of an accurate date, we will begin the tedious

descriptions of our adventures here.


My name is Bartholomew Pettibone, of the House Pettibone. My childhood and

tender adult years were spent under the tutelage and administration of a wise and

intelligent scholar. After it was found that I was rather quick at learning and

understanding new languages, the complexities of higher mathematics, and the

basics of human physiks – my instructors introduced me to the delicate and intricate

nature of what we call 'magic'. And so, after further, intense years of study and

mastery, I was finally able to form and redirect the ether around us in such a manner

as to induce weaker minds into a stupor of deep slumber. Not a small feat – you try

it.


Armed with years of study, this new knowledge of magic, a thirst for travel and

adventure, and a not-so-terrible inheritance, I outfitted myself, and obtained passage

to the harbor town of Cothon. Surely in such an ancient place as Cothon I would be

able to find others who could assist me in advancing my arcane talents – and perhaps

even stumble upon some vast hidden fortunes, whether they be arcane, monetary, or

artistic in nature!


Luckily, my initial foray into the general populace was 'fruitful', but also somewhat

'disturbing'. Especially to one such as myself – unacquainted with the more subtle

arts of subterfuge and skulduggery. It has never been my idea, or in my thoughts, to

associate myself with the underbelly of society – but as I got to know my newest

acquaintance, I began to wonder if that's exactly where I was headed.


I met this gentleman in one of the more prominent 'inns', Durham is his name. As of

yet, I still cannot fathom his true calling and talents. Anyway, he is apparently

'sworn' to a particular Kantor or Canton – I am still learning the new political/social

hierarchy, and their titles, pedigree, and nuances, in this strange place – and he has

been quested to uncover information that might help this particular faction increase

it's local standing. Or maybe to avert a war? I am still somewhat foggy on all of this.

We raised a few tankards of ale together, he described (loosely) his quest, and at

some point I guess I just acquiesced to assist with the task at hand.


Did I mention Durham has a 'servant', 'trainee', 'familiar'? I'm not sure what Paco is

(as that is it's name). He is somewhat of a cross between a humanoid and a dog. Is 'it'

a 'he' – a 'she'? I have no idea! Whatever Paco is, it is somewhat intelligent, can

understand some of our language, and appears to have an affinity for helping

Durham. Interestingly, I find Paco to be quite an agreeable companion, and I tend to

have more trust in Paco than Durham. Paco is odd, but nonthreatening, and quite

interesting. I must ascertain whether Paco and his kind (as I expect he is not a

singular aberration) have a language that I might be able to decipher!


Back to the quest!


So, Durham set about to hire another companion, while I procured a few

'adventuring' items: boring things like rations, wine-skins, torches, flasks of oil, etc.

The mundane needs of everyday life on the trail! Our new companion turned out to

be a quiet, but somewhat confident young woman by the name of Bridne. She claims

that her martial training has allowed her to perfect fighting maneuvers that require

nothing but her naked hands or feet – no other weapons necessary, and no armor that

I can detect! However, as of my recounting of this tale, I have not been witness to

her alleged prowess. If her claims are not fantasy, then I am wonderfully interested

to observe her in action. How does mere flesh ward against cold steel?!


With items procured, and the party prepared, we set off! To do what, exactly, you

might ask? Well, that's the kicker. I'm still not quite sure what I've embroiled myself

in. My understanding was that the Kantor wanted information as to encampment

location, identifying sigils (flags/arms/heraldry/etc.), unit types and numbers, and

things of that nature. But most importantly, they wanted 'proof of life' type of

information – either physical items, or most importantly, a living captive. Ok. Yeah.

That sounds about right – spying, looting, and kidnapping. Wait, kidnapping? What

am I doing here? My concerns were allayed by Durham – he insisted that we were

'likely' investigating a horde of pirates in the area that had been recently marauding

innocent victims. Ok. Sounds legit'. Why not.


We sojourned on! Out of town our little band strolled. As we worked our way

further through the outskirts of the city – passing the dismal wretches who dye

fabrics in pools of chemical death, and passing the shoreline gleaners working in

their cesspools of rotted fish carcasses – I realized again how much we depend on

the working class, yet tend to treat them as pariahs. I will never understand this

mentality. Without them, we have nothing. All of our riches depend upon them.

There is an inequality in this social equation that I just cannot cipher. But aside from

the drudgery of those poor wretches (who were at least free), I noted another, more

bizarre, spectacle: human slaves, toiling in fields, guarded over by insectoid-

arthropodians (some even winged and flying)! I stood agog.


I wanted to do something. I'm not sure what. But I just don't think that's right. So

much to learn, so much. But, I was dragged back to the task at hand by steady

Durham. He coaxed me back to our quest, explaining that now might not be the best

time to jump into a nest of wasps! (I paraphrase, but you get the gist.)


After leaving the city, we presently arrived at a cavernous hole in the ground – kind

of. I guess. I had been shell-shocked about the slaves and the arthropodians that we

passed earlier. I'm sure that I walked in a stupor for some time, not paying particular

attention to our whereabouts. Anyway – it was a massive cave mouth yawning open

upon the ground. I should state here that it had been Durham leading us out of the

city, proper, and that after we entered the 'wilderness' it was Paco that helped us

maintain our trail.


Well, in we went. But only after Durham explained that there might be 'unfriendly',

magical creatures lurking in the darkness, in the water. He described something to

me that sounded suspiciously like a 'water-whisp'! Great. Spying, larceny,

kidnapping, and now 'supernatural pest control'?! Why not. Just – why the eff not!


Yep, into the cave we went. Not so bad, actually. We had a torch lit (I carried it –

my suggestion), so vision was not a serious problem. But it was spooky. Cool. Quiet.

Dark. Very, very dark. Yet Paco was unerring at getting us through the passages.

And Paco was able to point out where the magical water-whisps might be

encountered. At that location we decided on a quick, stealthy pass-through. Durham

noted that if we encountered them – run. Fast.


At the first break in the main passage we began to follow the path on the right, but

Paco dragged us back and strongly indicated that we should take the passage to the

left. And so we did. This passage had water flowing through it, which led to a hole

in the floor, through which the water fell. We could not see the bottom, and yet Paco

insisted we must go down. This was getting really weird. This odd dog-man-thing is

insisting that we drop through a dark, wet hole in a cavern floor – to find, what?

Well heck. Why not?!


We decided to drop a torch down, hopefully to illuminate the floor below. While

Brinde secured a rope for climbing, I lit an extra torch and handed it to Durham. I

then stretched out close to the opening, careful not to slip and slide through, and

dropped my torch over the side – only to see it bounce off the wall into the water,

and sputter out in the dark mist. Never to be seen again. (Gods I hate rolling a one!)

Durham had better luck. With a torch on the bottom, we could see where we were

going, so down we went.


At the bottom we moved through a smaller passage that emerged into a grand cavern

– super massive – with a beach stretching off to an opening quite a distance away

that served three apparent functions. First, it allowed seawater to penetrate

underground. Second, it allowed a fair amount of deep red sunlight to infiltrate in,

allowing sight without torches. And, third, it was large enough for triremes to enter.

Yep, triremes. Two of them! And on the beach nearby, laughing, cajoling, and

drinking around a fire (partially obscured by a rocky outcrop), was a raucous party

of what appeared to be pirates. The 'encounter' was on!


Realizing we were undetected, we doused our torches and hunkered down behind a

rock wall and devised a plan. Here's how it went down:


Paco was explicitly ordered to remain at our rally point (this passage entrance) so as

not to get hurt.


Then Durham crept slowly and carefully along the cavern wall, to a spot close

enough to listen in on the encampment. After listening for a while to the

conversations he crept back and reported that we had indeed found what we were

looking for, and that now we just needed the 'proof'.


Durham next swam quietly out to the two anchored ships in order to see if there

were any defining or descriptive marks or designs on them – something that might

help identify ownership or fealty – and then returned to us.


As Durham made his swim, Brinde and I crept close to the camp to continue our

reconnaissance, and to place me in a position where my only spell might have its

best effect. While we watched and listened, we noted several distinct voices, but one

in particular was seriously odd. Almost like a large animal harshly attempting

human speech – but, not having completely analogous mouth parts, has a difficult

time bellowing out many words. It was really weird! We also noticed that there was

a particular spot, just outside of the firelight, where the 'pirates' went to relieve

themselves. And then I had an idea!


So, Durham returned with some excellent information – a fine description of each of

the triremes – something which I have n doubt will help his guild. The prow of each

trireme was quite distinctive – one being like a nautilus with it's tentacles stretched

out and twisted into a ramming prow. The other I do not recall, except that it's upper

sides and deck were black, and her oars were black – giving the impression, I would

imagine, of a black dragon if seen from above. He also noted that the party we were

watching over had at least eight members, but that one of them appeared to be some

massively tall feline humanoid. He also noted that they all seemed to be armed to the

teeth. Yay!


Our adventure played out as follows:


Durham crept quietly up to a point near the encampment, but where he was still

protected by the rock wall. He was prepared to defend against any foe. Brinde and I

stayed farther back, deeper in the shadows, and waited until we saw who we had

ascertained to be the scrawniest of the pirates come out to the darkness to relieve

himself. When he did, I quietly spoke ancient words and quickly twisted the fingers

of my hand into a sigil. My actions briefly bound the material with the immaterial,

and I was able to direct all of my arcane energy into dropping the drunken pirate into

a slumbering heap. And down he went, in the middle of his pisser.


By luck, darkness, and the amazing talent of Durham in 'throwing' his voice, we

were able to extract the drunken, passed-out pirate to our rally point without being

detected. More amazingly, we did not awaken our captive! As the fellow was being

gagged, disarmed, and bound, he began to awaken. As he came to the realization of

his predicament, we used the sharp end of a blade to reinforce that if he attempted

escape, or to do anything without our consent, he would be gutted and fed to Paco.

Paco 'grinned'. And the chap never once proved to be a serious burden. I like Paco.


Well, our trail back was quiet and unhindered. Honestly, nothing really to describe.

Other than once again, my mind was bent. It began as I mentioned my serious

misgivings about walking a bound person into town, with a sword to his back. You

know, just like “Hey folks! You don't know us, but we're just gonna drag this bound

and gagged wretch around at sword-point through your town, and deliver him to a

secret cabal! Yeah, don't mind us! Nothing to see here!” That kind of misgiving

went through my mind. Once again, what am I doing?! Spying, larceny, kidnapping,

supernatural pest control, AND B-movie vigilante?! Sure. And not why – but, why

not?!


We delivered our captive, collected a nice reward, and each of us trotted off in

different directions. I need to find a place to lay low for a few days, and to figure out

what's going on in this town. Meanwhile, I figure I'll set myself up as a translator –

someone to ostensibly help merchants from different language groups converse and

negotiate deals. But keeping in mind that being a 'linguistic connector' essentially

makes you a potential trader in privy information.


So, ta-ta! Let's see where these adventures get us!

Research & Investigations (2/2)

 The Disappearance of Teucer Ultho

Seeking rumors of further strange items and artefacts such as the Survivors of the Tel and others of the new adventuring-class have discovered in the Tel and its surroundings, Gan the physician despaired of hearing anything more credible than that the Old Pale Worm in the Weirding Caves was hoarding such wonders as the panoply of Stephen the Rock, or the dreaded Norrock-Kai.

Then finally, fortune: Althalos, the human barkeep of the common room Under-Star, hearing of Gan's inquiries (and aware of Gan's friendship with Torkol, whom Althalos holds in high regard), mentions an old account he'd heard, reported by a torchbearer who was the only survivor on a bad expedition into the Weirding Caves. With the further help of the librarian Kenawi, Gan is able to locate a written report of this account by the torchbearer Kalb of the disappearance of Teucer Ultho.

Why should this interest Gan? Teucer, a former alchemist-apprentice Under-Star was known to carry a strange weapon, a kind of cylindrical hilts from one end of which could be projected a beam of light, to be used either as a weapon or as a source of light. Where he had discovered it he would not tell, but he wore it proudly, as one might wear a sword, and trusted in it--perhaps too much!

Kalb's account is sketchy at best--given by a torchbearing slave who had just witnessed the destruction of a party of hired men-at-arms led by his own master--but there are enough details that one might be able to discover the site of the disaster for oneself. Perhaps the hilts might even remain ...

According to Kalb, Teucer led the party into the caves intending to rediscover a rich bed of certain alchemically and psychically useful fungi that grow prolifically in the presence of frollock colonies. But when they found the colony, and had begun to gather the fungus, Teucer glimpsed something intriguing at the back of the cavern--a crack that opened into a narrow passage that led to unknowns beyond. Apparently unable to resist the adventurous call, Teucer summoned his men to explore the passage; but their way was blocked by a growth of organic material and twisted reaching fronds. It seemed to react to the party's approach, and Teucer stabbed into it with his light-beam--and the thing began to glow, and then suddenly reacted by blasting Teucer and his men-at-arms with something like a stroke of lightning! Only Kalb survived ...


The Hamdi Codex

Razo, meanwhile, was engaged in attempting to break the cypher of the codex recovered on a recent expedition to certain caves further north along the headlands than Ocean's Throat. Assisted by the Alkari Hry-Haya Yehat, whose single-minded interest helped focus the deciphering-effort, the first elements of the cypher soon yielded, and after a week the pair were able to ascertain much of the first section of the codex.

It quickly became clear that the codex was a kind of periplus, an account of "sailing around" with its starting place near to Cothon, and further entries describing places farther and farther away from Cothon as the text continues. Razo and Hry-Haya feel that they are able to identify six major entries--more interesting locations, presumably?--connected by linking-sections describing perhaps the distances and directions sailed.

Though the fulness of the text remains occluded behind its cypher, the pair of researchers are confident that the initial entry has yielded up its secrets to them. Briefly:

After a list of coastal and geographical features by which to navigate west from Cothon, Hamdi the Voyager, at the helm of his blue-painted galley Zourqa' , came upon the island Dar Breni within which was secreted the hidden fortress Haut of the warrior-sorceress Bren Grewind. A kind of pirate queen who had gone reaving all through the northern seas, ultimately Grewind had fled south and established a new stronghold within the island, hiding her fastness behind veils of enchantment. But Hamdi was able to penetrate the veil, and being an amorous adventurer, he was feted for some time by the Bren (a foreign title claimed by the lovely Grewind) and feasted, and wondered by the great stores of riches Grewind and her followers had acquired on their own adventures. One item of particular note to Hamdi was the device that Grewind claimed allowed her to hide and to shield her mind from the probes and far-castings of other sorcerers--and by its use was she secure against those who would hunt her ...


Mormaera Yrasi, Sorceress of the Azure Veil

Interested in the possibility of expanding his repertoire of arcane skills and knowledge, Bartholomew Pettibone asked around the local taverns about the masters of sorcerous traditions local to the Dual-Cities. Several names were offered, chiefly Rjak of the Grey Hand, or Zaynab the Enchantress, but the one who stood out as perhaps more accessible to him at the moment was that of Mormaera Yrasi, an enchantress somewhat associated with the Hanse and the Kantor Kabljauhof, though she maintains a household in Cothon rather separate from the Kantor.

There she maintains a minor court as if she is some kind of princess or sultana, feasting her friends and sycophants in symposia where conversations fly from the heights of philosophical discourse, to courtly poetry of love or romance, to mere witty banter--all while masked, for the Mormaera herself never reveals her face, but keeps it hidden behind a veil of azure silk, while she commands that all in her presence also wear masques or veils.

A number of individuals at the Kantor have attended these symposia, including Stahlkor of Reywind, the captain of mercenaries employed to defend the Kantor.

Undoubtedly, the Mormaera possesses a great library of arcane knowledge, though she is also undoubtedly jealous of her secrets. Nevertheless, she is known sometimes to take on an apprentice, or even allow one who has piqued her interest the favor of perusing her libraries.

 It is understood that the quickest way to catch her attention, were one to secure an invitation into her "court", would be to spend lavishly on a unique mask or cowl, and work it thematically into an entire costume. Though once her attention is caught by the mask, one must prove to her that the person behind the mask is all the more interesting ...

Monday, January 4, 2021

Research & Investigations (1/2)

Kantor, Hanse, and Mormaers -- Masterminds?

Kantor-associate Durham has heard rumors that somewhere in the hierarchy of the Hanse merchant-companies that operate the Kantor Kabljauhof are those who are able to read minds or detect thoughts. Curious as to the veracity of such reports, but not ready to tip his hand by simply asking, he therefore went about gathering circumstantial evidence that could point to the real possibility of such powers.

Gathering information about recent expeditions into the Tel didn't suggest anything one way or the other; parties setting out from the Kantor in recent weeks seem in fact to often return with less treasure than those that have set out from the tavern of Cothon-Under-Star.

But in following rumors about these expeditions through the taverns, Durham did consistently hear from those drinking within--and especially from sailors, seamen, and merchants' servants--that it is widely known that the ships of the Hanse have a remarkable ability to respond quickly to changes in local marketplaces. Almost as if the fleet itself is able to react en masse, even though spread across the entirety of Dirac's Sea, to suddenly arrive with holds of dna-grain as a city is nearly threatened with famine, for instance, or to come and buy up large quantities of goods or raw materials just when they seem to glut the market to be sold for mere copper and brass.

Veteran merchant-captains should, of course, know the seasons, and when best to buy garum in volume, or when the dna harvests are ready; but many an appearance by the Hanse's galleys has an uncanny timing to it, as of coming to port just at the right time--is it coincidence?

All of this is circumstantial of course, but all throughout the taverns a person could listen to any merchant-captain expound about the point-eared Mormaers--the lords of the North--and how they're working their weird magic, reading minds, directing their ships by thought alone, perhaps even manipulating events and people so that they always buy high from the Hanse, then turn around and sell low--though not even the greatest of sorcerers are said to be able to extend their influence across such great distances!

Durham also hears of an intriguing personage likely with some more direct knowledge, but who also holds herself aloof from the Kantor--the Mormaera Yrasi, who maintains an estate of her own in Cothon, away from the Kantor Kabljauhof. Rumors about--is she an exiled princess? A disaffected noblewoman? Another pair of eyes for the Hanse, when she attends feasts and symposia in the upper city of Gadeed? The only certain thing is that though aloof from the Hanse, she retains the traditional title of Mormaera ...


Lady Khadra Qamari -- A Patroness

In seeking a buyer for certain gems she happened to come by, Ravna of Cothon-Under-Star ultimately received an invitation to an audience before a certain Lady Khadra; when the servants came to guide Ravna to the Lady's abode, they came clad in livery of green, silver, and black, and hid their faces behind veils of green silk. Up from the harbor they led her, through myriad streets and into the upper city of Cothon, almost to the Processional Gate to the road between the Long Walls.

There, one of the old Klackon towers that had formed the old wall stands now inside the city, and into that spire of mixed human and Klackon architecture the servants led Ravna. Inside were a series of halls, subtly alien, yet hung with lavish tapestries and adorned with various other ornaments. Not least, glimpsed briefly down a side passage, what seemed to be a private altar set before a strange many-armed and many-faced idol ...

But in a well-appointed audience hall, Ravna was seated on comfortable cushions on the floor, given the option of tea, coffee, wine, or hookah, and allowed to marvel at various curiosities that adorned the walls of the room--wtsai swords, strange bird-faced masks, the shell of a great sea creature, a peculiar black spherical helm that seemed to have no visor ... perusing these oddities, Ravna was almost surprised by the sudden appearance of the Lady Khadra herself, radiantly beautiful, with nightblack hair and flashing eyes of green--quite unusual!

She allowed Ravna to marvel some at her collection, offering explanations here or there of certain curiosities of especial interest. When it finally came to talk business, she looked the gems over carefully, and ultimately offered Ravna 1300 gold for the set of seven. "They'll look marvelous set into a carcanet, don't you think?" she asked, and held several up at her throat to demonstrate how they might enhance her beauty. "And do come back if you find more such beauties--or, better yet, curiosities like these," she says, sweeping her arm to indicate the ornaments along the walls.

Ravna now has Lady Khadra as a patroness, and will no longer need to "find a buyer" in order to buy these certain items, as the Lady Khadra will buy them herself:

  • gems or jewelry of especial value or conspicuousness
  • strange artefacts recovered from the Tel, even if they have no obvious use or function
  • but especially keen on anything that might be related to the Fortress Moon
Ravna is also now at level 1, "purveyor" on a custom "relationship clock" with the Lady Khadra that she would be able to advance by cultivating a relationship with her; higher levels of friendship/intimacy may require special extra steps to achieve, but would come with correspondingly more interesting favors, etc. that could be returned.


The Spire-Klackons

Given his Surivor-companions' expeditions into the Great Spire of the Klackons on the north slope of the Tel al Safina, Torkol finds himself intrigued: just who are these Klackons who dwell apart? A tribe of their people live within Cothon-Gadeed, having helped to build up its fortifications, and now helping to patrol them--and so why do these Spire-Klackons remain aloof?

To this end, Torkol asks a number of questions of Tki'it, a Klackon drone who works as half of the barkeeping team Under-Star; and also manages to find a text in the library, Ximenes' The Constitution of the Xolda, which includes a primer on the history of both the Xolda and Attine Klackons.

In short, this is what he gleans:

After Tsurr al Qadeem was already ruin, the countryside laid waste by roving Kzinti, and the citadel of Gadeed had yet to be built up and surrounded by the Mother of Cities, a column of Klackons marched down out of the north-east and encamped on the plain before the ruined city.

The men of Gadeed despaired, remembering the Immortal Columns of the Duulil, which only Dalan II.'s great armies were able to turn; but these new Klackons declared themselves to the Shaikh of the Citadel as the Xolda, and they too had been ravaged by war in their homeland. Now they were come in hope to forge an alliance, to unite man and mantis in a new Accord, and together to be strong as a skein of many strands, rather than weak like a single thread.

With this alliance, the foundations of Cothon-Gadeed were laid, literally and figuratively--the Klackons helped build the great walls that ultimately encircled both city and harbor, and linked them together via the Long Walls when the Kzinti came to ravage the country again.

But lo, there are factions even among the eusocial and communistic Klackons--the Xolda had gathered into themselves remnant tribes of local others, who called themselves Attine, and the six "houses" or clades of the Attines balked at the demands of the Xolda that all accede the primacy of their own Queen; for the Attines had always maintained a loose confederacy of Princesses, each head of her own house within the tribe.

These Attines thus ultimately rebelled, leaving the city together en masse, and they settled themselves on the headlands north of the Dual-Cities in various spires; but ultimately, they were forced by Kzinti predation to regroup and built the Great Spire as their own defence, joining together in their own Accord.

Of the six "houses" the so-called Sixth House, or Kza'ith Ir were the most intellectually curious and independent-minded of the Attines (and more so than the Xolda as well). Their dores plumbed the depths of philosophy, turning questions over and again; their alchemists and smiths sought deeply into the secrets of metallurgy and selective breeding; and the greatest artistic accomplishments of all local Klackons are undoubtedly almost all born of their fertile minds.

The Kza'ith Ir are said to have:

  1. ... entered into some kind of agreement concerning the secrets of metallurgy with the Barcidae, the Bulrathi family who are the traditional keepers of the Migdol of the Dyers and Fish Fermenters
  2. ... maintained close relations with some of the noble Houses of Gadeed, supplying them fine silks and matchless swords; one such is Bayt al Rasheed
  3. ... delved into the Tel al Safina themselves or paid mercenaries to do so, seeking ancient wonders and secrets contained therein
(this topic remains open, especially given its open-ended nature)

Session #10: A Pirate's Life

 With an eye to confirming what he suspected about the presence of a pirates' hideout in the sea caves of Ocean's Throat (and collecting the bounty of confirmation offered by Zaytar at the Kantor Kabljauhof), adventurer Durham sought out through the lesser watering holes along the harbor front for a couple less conspicuous types willing to go sneaking about in the cavern system.

To his luck, he discovered one Bartholomew Pettibone, another new-comer to the Mother of Cities, and willing and able to serve in the capacity of fellow-scout/burglar. Durham was also able to secure the interest of likely-lass Bridne Murcada, who still claims her hands are deadly weapons. Rounding out the party was Pako, Durham's renyu mog-servant.

Once they had gathered everything they deemed necessary for their expedition to the sea caves north of the city, the party set out through the Fishermen's Gate to wend their way past the vats of fermentation under the Migdol of the Dyers and Fish Fermenters to seek the stair that grants access to the headlands above ...


  • Durham (fighter 2)
    accompanied by Pako (renyu) and Bridne Murcada (likely-lass)
  • Bartholomew Pettibone (magic-user 1)


The four returned through the same gate, increased by one, though that last figure was bound, gagged, and rather bruised and bloodied. Passing the longshoremen along the quays by the gate, many a jeer was heard: "Caught an escaped slave, eh? I'll give him a lickin' for free, if you want!"

Leading this defeated fellow through the streets unto the Kantor, the party disappears into its inner courts for a time, and then return to the common room of the public guesthouse to count out their lucre and split it between themselves and Bridne.

On receiving his cut, Bartholomew sets about securing himself a room at the tavern and advertising himself as an interpreter for those in town needing to parley across language-barriers. He is also heard to have remarked how strange it was to see humans enslaved by insectoids around the Great Spire on the north slope of the Tel: "Where I'm from, we eat crustaceans, we don't get enslaved by them!"

Meanwhile, Bridne Murcada takes her earnings to drink dark wine at the Herm & Stone, known haunt of Heroes and warriors. Though she affects proud severity, the facade soon breaks after a few glasses, belied by her youthful inexperience, and a tale of adventure soon spills from her lips: she tells of a descent down a waterfall in the dark, a passage through darkness past strange creatures-in-the-water, and finally emerging into a great cavern distantly lit by the great red sun--but also by an underground castle of pirates! Their two black galleys lay on the waters within, and she and her companions were able to surprise an encampment of the buccaneers and capture one of their number! Soon afterward, realizing her drunkenness, Bridne was seen stumbling home to her apartments in her fighting-school.


Treasure

  • 41 gp, 16 ep, 79 sp
  • silver armlet worked in foreign design, hacked in two (50 gp)
  • 500 gold for a live captive, delivered to Zaytar at the Kantor Kabljauhof
  • 300 gold for identifying ships to Zaytar (150 ea. for the Xarquid and the Darkwing)

Experience

  • 907 from treasure
  • 226 xp for Kzin x1 (200 + hp)
  • 377 xp for pirates x7 (50 + hp ea.)
  • 54 xp for creepy snake x1 (50 + hp)

The Cut

  • 424 gp, 8 ep, 39 sp, 5 cp per player-character (43 gold to Bridne)
  • 782 xp per player-character

As per usual, any play reports, maps, in-character reactions, art, etc that represent what occurred during the expedition will earn a player-character 100 xp per level.