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.


Sunday, January 8, 2023

Intercalary Days

[player-characters, look to the bottom for effects on downtime during this period (ending 4 February with the Solar New Year)]


As the solar year winds down toward its end, the intercalary period approaches, a time "inserted" into this lunar year (Urodas-Bayzadis 1) in order to "stretch it out" to fit three lunar years into one solar year. These days are traditionally a time of rest or of tying up loose ends or finishing projects left unfinished in the last years. It is a little unusual that such a time occurs so quickly after one of the stretches of Long Times (wake, peace, or march), but because of the way the intercalary is inserted, it will actually rotate through the solar year, essentially advancing one month every three lunar years.

Every lunar year is of course 360 days, divided into 12 months of 30 days each. The solar calendar, unfortunately, is not 1080 days, but about 1103.02, leaving 23 days unaccounted for (plus an odd day every few years). Some calendars append the extra days to the lunar months piecemeal (e.g. months of varying length, from 29 to 33 days); or ignore lunar years altogether; but the Ten Cities follow a calendar that blocked all the intercalary days into one length of time at the end of each solar year.


Lunar-Annual vs. Solar-Annual Events

This approximately three week period will be represented for us by the month of January, and the normal lunar year will continue in February (along with the beginning of the Solar New Year at the same time!). This means that in the future, events tied to the lunar calendar in the next three years will occur one month later than they have for us in the past few years (e.g. the Long Wake and Coreguyi Games will occur next January, not this December).

Solar-annual events, on the other hand, will continue to occur during their solar month, so for example the next Masquerade of the Immortal Dead will occur in late March/early April of 2024 (Urodas-Bayzadis 2)


A Time for Rest or Focus

The approximate three weeks of the Intercalary are considered a time for rest or for focusing on doing what one has left undone, i.e. finishing projects. It is considered bad luck to begin any new undertaking, though there is no official taboo against it.

To represent this, there are certain modifiers to be applied to various downtime activities during this time (ending 4 February):

  • Characters attempting to build an institution during this time roll at -2 on the dice, representing the unwillingness of Cothoni and Gadeedi to help with new projects during this time
  • Similarly, player-characters beginning a new "clock" with any downtime roll at -1 on the dice during this time; e.g. starting martial lessons for a new technique will be rolled at -1, or attempting to develop a new potion through alchemy likewise
  • However, player-characters continuing work on an already established "clock" may roll at +1 on the dice for their downtime; for instance, if one had previously begun learning a martial technique, even last month, they will roll at +1 during this time when attempting to perfect the technique for themselves, &c.


Thursday, January 5, 2023

Sylvanie Toussaint of the Conférencière

 [written up by Max for the scholar NPC he introduced to the milieu--thanks Max! Any purchases made by characters (in the comments or on Discord) must be annotated with a week-ending (Saturday) so that per-week, &c. items can be properly tracked; "purchases" without a week-ending will be considered invalid. ~the Scribes]


A foreign sorceress woman with hair of gold, fair skin, and blue eyes. Sylvaine claims to hail from a land not of this world, but of one called Terre. Her blue robes and white sash mark her a member of the Conférencière. She professes her order to be seekers and record keepers of knowledge. Sylvaine herself has a particular interest in knowledge of restless dead and of creatures she calls ‘Suceurdesang’, or in the local tongue a drinker of blood.

Sylvaine can often be found maintaining a small shop in Gadeed. Selling medicines, potions, and other tools for fighting the restless dead while also buying books or other information related to her interests.

Magic-users and others seeking knowledge should be able to cultivate a relationship with Sylvaine. When rolling to advance the relationship, complications must be rolled for on a dice result of 6-9.


Tick 1 - Inconnue

At this level, Sylvaine will offer any common knowledge she knows and will sell the below items:

Item

Cost

Availability

Medicine, Common

3s

25 available per week

Medicine, Uncommon

1g

10 available per week

Holy Water

20g

4 available per day

Antitoxin

40g

10 available per week

Sylvaine may refuse selling her whole stock to those who buy her out too often, citing others may need what she has to offer. Sylvaine will buy the following items without you having to spend a downtime to find a buyer:

  • Books, scrolls, etc.

  • Spellbooks

  • Spell Scrolls

  • Magic items

  • Anything relating to the restless dead

Items sold to her in this fashion may end up for resale in her shop.


Tick 2 - Connaissance

At this level, Sylvaine considers you an acquaintance and will offer any uncommon knowledge she has for sale and sell the below items:

Item

Cost

Availability

Scroll, Cure Light Wounds

50g

1 available per two weeks

Scroll, Light

50g

1 available per two weeks

Scroll, Mage Armor

100g

1 available per two weeks

Scroll, Shield

100g

1 available per two weeks

Scroll, Invisibility

200g

1 available per two weeks

Scroll, Bless

150g

1 available per two weeks

Scroll, Dispel Magic

300g

1 available per month

Scroll, Daylight

250g

1 available per month

Scroll, Remove Curse

200g

1 available per month

In addition she is willing to help with research involving books, scrolls, other written forms of knowledge, the restless dead, magic items, and curses. This includes assisting in translating texts from one language to another. She is also willing to be hired for a negotiable amount to adventure as a hireling.


Tick 3 - Ami / Amie

At this level Sylvaine considers you a friend and will offer her knowledge free of charge and offer a 10% discount on items she has for sale. She offers to teach the following spells:

  1. Cure Light Wounds, Light, Mage Armor, Shield

  2. Bless, Continual Light, Invisibility

  3. Dispel Magic, Daylight, Remove Curse

You may ask Sylvaine for favors, though they may come at some cost. Sylvaine also now offers her ability to create custom magic items. She may also mention you are a good fit to join her order, the Conférencière.

Requirement: To roll to this level, you must have demonstrated interest in knowledge, record keeping, or otherwise impressed Sylvaine in some manner. This can be done by donating large amounts of books or scrolls to Sylvaine, detailed knowledge on the restless dead, or other negotiable means.


Tick 4 - Nouveau Venu

At this level Sylvaine offers to train you to join her order, the Conférencière. Sylvaine trusts you and is able to offer her secret knowledge and spell list for training.

Requirement: To roll to this level, you must have shown interest in joining Sylvaine’s order, the Conférencière. Further requirements are dependent on your past interactions with Sylvaine.


Tick 5 - Conférencière

At this level you become a member of the Conférencière and all that entails. The details of how to advance to this level are secret. Those who are at “Tick 4” may request information about this next level from the referee, and pursue it as they desire.



Complications in befriending Sylvaine (d8)

  1. You have offended Sylvaines order in some fashion. Your relationship decreases by one tick and cannot be advanced until you make amends.

  2. Sylvaine is unavailable. Either she’s off assisting others, has her nose buried in a book, or is creating an item. You may not advance your relationship with her during this downtime.

  3. A religious sect has noticed your dealings with Sylvaine and in their eyes, heretical teachings. You now have a rival, who takes every opportunity to make your life hell.

  4. Sylvaine has given you a special task that must be completed before you may advance a relationship tick.

  5. Sylvaine has been treating a sick, diseased, or cursed patient and now you’ve got it! Roll on the chart below:

    1. Sickness: You’ve caught a cold and roll with a -1 on all rolls until it is resolved, typically with 1 week's rest.

    2. Diseased: You’ve picked up some disease. The effects of the disease vary and are up to the Referee's decision. The disease can be removed by spending two weeks in Sylvaine or some other doctor’s care.

    3. Cursed: Some curse Sylvaine was working with is now moved to you. The effects of the curse vary and are up to the Referee’s decision. This curse may or may not be removable with the Remove Curse spell.

  6. Sylvaine is low on the supplies needed to run her shop and sends you to buy them. Spend 500g resupplying her shop.

  7. You have caught the eye of some restless dead assassin, which may appear at any point during your downtimes or adventures to claim your life.

  8. Roll again on the table above, unless the Referee takes a personal hand in developing some other complication.



Wednesday, January 4, 2023

Durham's Barcidae Intel Briefing

[written up by Joel, pursuant to certain information his character Durham has been digging up during downtime in the past year]


Durham presents this information to the survivors at Bob hall, during Bart's end of the year feast.

An assistant perhaps, entering with an armload of documents

Durham and Pako have snooped around gathering Intel on the Barcidae, using a variety of methods, combing through records, visiting taverns in disguise, greasing palms and consulting with informed minds.


Major Intel

This is information that Durham has gathered that he believes to be true and has specific details on.


Secret Tunnels

During his intel gathering the rumors of tunnels under the Migdol have kept recurring.  After journeying to the undercity and gaining the favor of Quinn, a southron of dark skin and hair, Quinn shares that the Barcidae have tunnels into and through the Undercity leading out through their Lightning-Tower especially (the one in Cothon); they once uncovered an Undina through those tunnels, among other strange finds. An Undina is a kind of ageless maiden (or ephebe) of strange beauty who has little will of her own, but will follow the orders of her master.


The tunnels lead east–presumably into whatever undercity remains beneath Tsurr al Qadeem, and possibly up to the Migdol or into the Tel al Safina itself. They're guarded by servitors of the Barcidae and bound underworld creatures, so it would be a whole thing to find out where specifically they lead.


Durham has heard that the Barcidae often buy slaves from mines or tomb-digger slaves, and are known to always keep a sapper-engineer on their staff.


Smuggling Ring

It is clear from the letters recovered from the Ocean’s Throat that there was a smuggling ring that involved the pirates of the Ocean's Throat, Souffet Fadhlan (former co-leader of the Cities) and circumspectly the Barcidae. Codenames and aliases or elisions ("Mr. M—" or other such devices)  were used to obscure identities, but given everything Durham and the Survivors have uncovered in the sea caves, it seems fairly obvious to them that the Barcidae were involved.


It is unknown if the smuggling ring is still currently running after the pirates lost their base, now currently Fort Doghouse.  The operation was largely used to smuggle in goods to get around market fees and bring in a few illegal items, such as the Sakkra-blood potions made by Yragram.



Minor Intel

This information was acquired with a minor amount of investigation and requires more work to develop details.


Zortrium

It's unclear when or how the Barcidae became familiar with working Zortrium, but they are acknowledged as smiths who have the secret know-how. They have traded this knowledge with the Attine Sixth House, but with few others. The Barcidae are known to possess a number of Zortrium artifacts, mostly of their own make–but there are no records of them purchasing any raw alloys.


More of these artifacts have "made their debut" in use by the Barcidae within the past 100 years, compared to artifacts attested in the deeper past.



Former-Souffet Fadhlan

Fadhlan is friendly with his successor, the Souffet Urodas. Neither are particularly well-disposed toward the Hanse. Fadhlan was opposed to the pirate campaign, but popular opinion overcame that so that he and former-Souffet Khousra allowed private citizens to help loan the Hanse money through war bonds. Fadhlan was known to be friendly with the Barcidae.



Actions to take

Armed with this new information there are a variety of actions adventures could take. And Durham has a few ideas on that.


  • Making more trouble: certainly with the discovery of these secret tunnels there is plenty of opportunity to make trouble for the Barcidae. But it could cause more legal troubles or other problems for us.

  • Law & order: there is a unique opportunity to bring legal action against the Barcidae. However, this requires a few things, first a powerful enough person to sue the Barcidae, second money to fund the lawsuit and third, developing more evidence. There is a range of charges that could be brought to the court of the moon from a smuggling charge to more serious ones. It is likely in all such cases that if the Barcidae lose in the Court of the Moon that they will appeal to the Court of the Sword (the Arena), and may well do their best to make sure that their champion wins.



Tuesday, January 3, 2023

Session #93: Assistance in Medina al Taht

 [written by Jacob, who ran this session--thanks Jacob!]


Having heard the call for aid in the Medina alTaht, Najm ventured to Cothon-Under-Star in search of fellow barbarians with which to aventure in the “basement” of Cothon. And so, the group headed down into the Medina alTaht in the mid-morning:


  • Bart (Magic-User 9)
    Gan (Fighter 6)

  • Avinia (Magic-User 6)

  • Najm (Magic-User 7)
    Alianor (Fighter 2)
  • Haijo (Magic-User 6)

After several hours exploring the depths of al Taht the company returned in the early afternoon. Hauling an ornate chest, and discussing amongst themselves a distribution of the various treasures.


The Lucre

  • 3 simple canopic jars, with no particular distinguishing features

  • 1 ‘special’ canopic jar, similar to this in design but made of Zortrium metal

  • A fist sized rock of a strange transparent crystal (went to Najm)

    • Several smaller pieces were also taken by Heijo

  • A wooden staff made of a dark stained rosewood, the head of which is worked into an intricate daisy (went to Najm)

  • An ornate chest and golden key (the lock of the chest was detected as magical)

  • A pair of earrings, detailed leaves made of gold joined at the center to a small sapphire like some kind of blue berry. (claimed by Bart, worth 250 dn each)

  • An armband made of overlapping golden leaves (claimed by Bart, worth 250 dn)

  • A pair of serpentine hand weapons (one to Heijo, another to Avinnia)

  • A strange, presumed hand device, made of a golden metal with a large red gem at the center, and a brace inside which one could place their hand (this could be sold to the right buyer)


The Learning

  • 1244xp for the slain cloaker

  • 2330xp for the slain Wraith

  • 100xp to each for discovering a ‘stair’ to a new ‘floor’

  • 750xp from treasure


The Cut

  • No coinage from this adventure, and the treasure was already divided out save for the hand device

  • 865 xp to player characters
    433 xp to Gan and Aliannor


(player reports, art, etc. representing this session will earn a player-character 100 xp per level)


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, January 1, 2023

The Almagest of Khushvant Sen

A kind of "living document", copies of this work reside in the libraries of every one of the Ten Cities, and many beyond. Scholars in each city are charged with maintaining their Almagests with new information as required, and with coming together every number of years in committee to reconcile their Almagests across the League (and beyond). The scholars of Nous are the chief drivers of this tradition, they being preeminent scholars and intellectuals among the Ten Cities, and the most obsessed with knowledge for its own sake. The eponymous Khushvant Sen was once one among their number, many years ago, and the originator of this peculiar idea of intercombining knowledge. Khushvant is considered a Saint among certain sages' guilds of the Ten Cities, especially in Nous.

There are of course times where little changes other than recondite quibbles; and yet, there are years where suddenly everything changes regarding certain facts, and vast revisions must be made to the Almagests. Not that former copies are destroyed, but rather, new copies are made and the historical scrolls sealed carefully away in cases to preserve them against decay so that historians can consult old records as necessary in their research contrary to the reality of the current world.

There have been times when such debates about what to change in the Almagests have broken into literal fistfights between scholars, which would be perhaps less surprising for those more in-the-know concerning the academic rivalries that lie behind such conferences. Nevertheless, most councils regarding changes are more peaceful than that.

An etymological note: "Almagest" means something like "the magisterium" or "the greatest" referencing the encyclopedia's place as the "master of encyclopedias".


As a "living document" and "magisterial encyclopedia" what is recorded so far is meager, but please bear with the Scribes. It was deemed helpful to translate the Almagest into the Chronicles for ease of access to additional information, but the process is, like all works of writing, a slow one. We hope the additional information is helpful, or at least interesting:

The Almagest of Ardha by Khushvant Sen, et al.