Write up 1st June 2023 – Journey from Babilim – Part 7

The Situation

The city of Bardij, with the aid of the group, and troops they summoned, defected from the nation of Idym to Haraxa. Bardij is situated where Haraxa, Idym and Ishtir meet. It is important for trade from the Lands of Spices, as it is on the route from the sea to eastern Ishtir, western Haraxa and the lands of the Sakah, and for Sakah goods heading south.

Ishtir and Idym are not happy with Haraxa, but Ishtir is thinly stretched and Idym is wrestling with rebellion in the west, so their ability to bring force to bear is low, and this conference is here to debate the matter.

The Ambassadors

Bahareh – Sister to the ruler of Haraxa, well regarded as a diplomat

Mirnusz – Ruler of Babilim in Ishtir, known as a hunter and wrestler, brother to the Saraniya of Ishtir. Deputy is Ctesiphon of Immura.

Ba-nereru – A priest of the Cold Ones, as all the rulers of the Theocracy of Idym are. Seemingly nervous and looking for allies.

The group gathered around the room where Mirnusz, the ambassador from Ishtir, was lying, pinned to his bed by a sword identified by Utana as being of Kutin design, and it occurred to everyone that that seemed to obvious.

Smersh had determined that Mirnusz was drugged with a sleeping potion, a drug called Gadanishz, made from a infused era whose origin is from Idym, though Idym did not exist when Smersh learned of it. Again, the group thought this too neat.

Juan José joined the group, and, in about of black humour to bring levity to this diplomatic incident, the group noticed that, as a far travelled man, who is in charge if security for the event and is also a herbalist, Juan José must surely be a suspect.

The room was locked, the only exit a balcony with a ladder to the roof, In the doorframe they found some loose wool threads, red threads.

Up on the roof, a search found a short piece of cut rope, a hook on one end, that looked to have been attached to something here Nearby, the wall on the roof was scuffed, where a tense rope was, obviously strung across the roof to the next embassy.

Ambassador's row
From the first house below the line of trees, on the left these house the parties of Kutin, Merem, Idym, Ishtir and below, Haraxa.

The ambassadors from further powers like the Faliscans, Sardes, Ta-Khamet and others are housed elsewhere.

Although Haraxa is host, the ambassadorial party is separate from the Magistrate and representatives of the state running the event, such as Utana and the other agents.

Interviewing the Ishtiri guards on duty, they had views around the corridors, but no-one was in or even in fromt of Mirnusz’s room, not until a morning drink was brought to him and the death was discovered.

When quizzed about the rope, and red thread and anything unusual, there was mention made of two loincloth clad workmen outside, one of whom was wearing a red loincloth. Fetnah took a description and made a sketch as well as she could, and the message went out to look for them.

Further investigations with the Idymite embassy found evidence of the other of the rope on their side of the roof. Questioning guards revealed that the Idymites had not been so tight with their security and workmen had been working in the building, including two that had been been bringing in materials in boxes, of note was a long box hauled in upstairs by two workmen, one of whose was wearing a red loincloth. The box was later removed.

The supposition was that they carried in a confederate, whom they left, as the box seemed lighter, but they had delivered and left other things, food, linens, eating utensils etc, so they did not think much of it.

Searching of the artisan’s area turned up the suspected box, also with red threads, so there were at least two men in red loincloths. The description was refined and eventually a guard said they had seen them, but not as a workman but as a party guest, at one of the tables reserved for junior members of ambassadorial parties. They were not certain which but, as organisers, they were able to narrow down which of the ambassadorial staff were at the tables that the guard remembered.

And so they found out that one of the party from Merem, called Simut, was missing. His quarters had been vacated quickly, leaving behind two phials, one empty, one still full, which Smersh pocketed. There are other bits and pieces left behind, but they were not investigated further.

Taling to Rumekebu the ambassador, they learned that one of their ambassadorial party had fallen ill suddenly, and Simut substituted, but they were unable to find the orders, though the ambassador put that down to the exigencies of travel.

There is more to investigate, but the night was getting late, and there we left it

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Write up 18th May 2023 – Journey from Babilim – Part 6

We wind up action back a little. Fetnah, Smersh, Utana and Farshad search the corridor in which the battle was, but do not loot the dead, they search around, finding accomodation and signs of habitation that belonged to the slain.

The last room was a store room and prison, half of the room was closed off by magically grown stalagmites and stalactites behind which were two women and a man in Faliscan style clothing, Keteaorum slave collars.

With Juan José not there the Faliscan words were initially strange to those there

“Salute, ego som Claudius. Gallia est omnis divisa in partes tres. In pictura est puella nomine Claudia”

When it was apparent that the group did not speak the language, Claudius switched to Idarit, “Ah hello, I don’t suppose you could find your way clear to rescuing us? We were on our way across the sea, heading to a diplomatic conference when our ship was swarmed by these things, most of the crew were slain, and we were kidnapped.”

Farshad volunteered that rescuing the Faliscans were the very reason they were there. Well, other reasons, but might as well do that too.

As to the rescue, they considered how the magically created bars could be opened up, as there was no door or lock. Utana’s eye immediately flashed with the simplicity of the solution, quickly followed by Farshad’s realisation. As they looked at Smersh, eventually Fetnah caught on, as Smersh followed thir eyes to his mace, he picked it up wondering why and then went “oh” and broke the stalagmites and stalagtites.

Freed, Claudius thanked the group, and his daughter Claudia and the other Faliscan nodded their agreement. Claudius then rendered Utana speechless with the next conversational gambit, to the amusement of the others.

“Right then. If you would be so kind as to take our chests there back to the boats or whatever you have…”

Utana gasped in disbelief

Claudia continued

“Come on now, boxes, there, carry. Jaldi Jaldi! Bisareih! Chop chop!”

Unable to counter this arrogant entitlement, Utana was silent for a moment (I really wish I had had Claudius repeat the command slower and louder – ach well), then stalked off muttering to himself.

Laughing, Jalabu, Dhran and José appeared, and  took

  • The statrue they came here to find
  • Four chests, highly decorated in the Faliscan style. Sealed to resist the water of a sea journey
  • Five amphorae, sealed
  • A small battered box, with ancient cuneiform carved into it
  • A short spear in the Keteaorum fashion, richly decorated

Back up to the surface to load onto the boats.

Fetnah was curious about Claudia, but more particularly with the third Faliscan, as she had not spoken a word or even been introduced.

The boats sailed back to Nashwa, with one sighting of one of the Faithful Keteaorum, checking on the success of the group’s endeavours. The Palace was quite bustling now. Utana’s servant and some others of the household that the agents had been assigned, with towels and robes, hustling them back to their quarters, Utana flashed a haughty look back as Claudius as if to say “SEE!”.

Guards took Claudius and his party to meet the magistrate Niralha, to announce themselves and their credentials.

Once the agents were freshened up, and better dressed, Utana was particularly resplendent in his fullest, mosr over the top finery, but all were smarter and more formal than normal, they met the Faithful in the underground chamber, and handed over the statue. The Keteaorum thanked the group, and dissolved the armlets. As payment they handed each a pearl of a decent size.

Fetnah asked about the slave collars placed on the Faliscans, and they were given a magical key, fashioned from sand and water, with which to dissolve their collars. Under Smersh’s leadership, the group took the items of the goddess Tevamurtyu. The priests of the Cold Ones there spoke to them, and the group were guided to an empty alcove to place the items. Some of the priests assembled a frame to better display them.

Fertnah and Smersh seemed suspicious of the priests, and their anxiety to get rid of the group, but they eventually figured out that the priests were just busy and, having received the artefacts of a goddess not of their pantheon, they had work ahead of them.

Their next port of call was the Faliscans. Claudius greeted them and seemed in better mood, especially once the wand was touched to each of the Faliscan’s collars. First the collars and then the wand sublimated into mist.

Claudius was no less effulgent than before, but more appreciative. He apologised to Utana for his terrible mistake, mistaking him for the help, and Utana was reasonably gracious in his acceptance.  Claudius gifted them all with scross of his epic poetry, translated into Idarit and Araya and written in the Shamek script common along much of the world.

In Farshad’s view, it was competent enough, but a bit overblown.

Fetnah queried of Claudia and the other who they were. Claudia is not just the daughter of Claudius, but also his advisor, personal secretary, and speechwriter. The third Faliscan introduced herself as Hortensia, another ambassador. Fetnah seemed puzzled about why there were two ambassadors, but Hortensia explained that the Faliscan culture is comprised of many independent states, since the city of Falisca was swallowed by the Great Forest, and that two observers were sent.

Hortensia prefers to let others speak whilst she listens. She speaks, butt concisely and to the point.

Fetnah expressed wonder, again, on this event, as the Pale Folk she knew were reticent and unlikely to conquer the world with their trees, but the world is as the world is, and an empire collapsed trying to fight the Pale Folk.

The evening came, and the great feast. The group were close to the table of honour, save for Utana, who was at that very table, in his role as acting as viceroy for Nashwa in Niralha the magistrate’s name. That role, and his staff of office, he relinquished. Now Niralha was assuming the duties of host of the conference. In return Niralha presented Utana with a gold ring, with Niralha’s falcon symbol, that token showed her favour towards him, and the access he had to her.

Niralha was in charge of the location, but she is not one of the negotiators. They are ambassadors of each involved nation, plus observers. The main ambassadors are

  • Bahareh – Older sister of the current ruler, she represents Haraxa
  • Mirnusz of Babilim, – A prince of Ishtir, proud, respendent and haughty in such a way as to make even Utana seem a bit frumpy
  • Ba-n?r?ru – A Idymite priest. Insistent on Idym’s rights, and solicitous oif Mirnusz
  • Arramah – A warleader of Kutin, this Kurrim warrior  was spotted glancing
  • Rumekebu – representing Merem, who Idym accuses of fomenting revolt in the Theocracy

Each gab a short speech, as did Claudius, who seemed remarkably constrained and eloquent in his speech, not at all the pompous buffoon of before.

During the night there was mingling, both with ambassadors and their entourages, but also with the leaders of the staff of the Palace of Nashwa, Juan Jose’s deputy in charge of the guards, Chim Zaadmoy, the chief artificer Karzahdar and even Niralha and her gusband.

Niralha presented the other agents with silver rings, now, like Harvan and Utana, they too are no longer just agents of the magistrate, they are members of her extended household. Her’s, not the magistrate.

Chim Zaadmoy is a gruff man, whose rough accent betrays his northern origins. He is still on duty, and his talk is of security and protocol. Karzahdar is more personable, but as the person whose job it is to ensure that work is done, artisans work together in the most efficient manner and raw materials reach those that need them, he knows everyone, and Farshad and Utana sought recommendations from him. Utana seeking an earring for a setting for his pearl, Farshad a new body for Aaribu the crow spirit, to Fetnah’s dismay, given her own efforts in that regard.

The feast ended, and folks went home.

The morning started as it often did, with Fetnah vcommuning with the spiruts and cleansing herself of their touch, but soon peace was interupted with the arrival of Chim”.

Zaadmoy, with a reticent air, he got straight to the point “There’s been a murrderr!”

Mirnusz, Prince of Ishtir, the greatest power currently in the known world west of the Zhau, had been murdered. The group went to see and investigate, finding him pinned to the bed by a sword. Utana, who had been along many a mountain trail, including to the lands of the Kurrim,  recognised the sword as being of Kutin design, a fact that the group thought a bit too neat.

Smersh, examining the corpse, noticed the tell tale signs of a sleeping drug, made from a herb most common in Idym. That too, seemed too pat.

Orders were given for the restriction of movement of people awat from Nasjwa, and for the start of searching for clues

But there we left it.

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Voyage to the Bottom of the Sea – Episode 3

The group continues to try and recover the white jade statuette of Ahera and Ba intertwined, known as the Seal of the Faithful,  that serves as a symbol of the bond between the long ago Priests of Nashwa, and the Ketaorum (aquatic serpent folk) who guard it, stolen by unfriendly Ketaorum, known as the Bond of Isthimil, trying to take over the area. With time, the Bond can use the Seal to control the Faithful.

The chamber they were in was dominated by a seated statue of Tevamurtyu, an ancieny kingdom’s goddess of the Underworld at one end, around the chamber were pillars carved into the shape of attendants, some flanking larger corridors, some concealing narrow ones. The goddess is taller than the others, and in her right hand is a palm leaf, held like a fan, in her left is a heart. The attendants, are carved to lookless distinct, to be the shades of the dead.

Fetnah found where one part of the floor had collapsed into a river, even with the magic armlets it was tricky to cross as a current pulled down, the silt of the sea being drawn here, making the area murky.

Smersh and the others looked around for secrets, hidden compartments in the friezes, secret drawers in the statues and the like, but the only thing of note was one part of the carved wall, an archway whose borders showed a waxing, full and waning moon, the central part within the border decorated with planets and stars.

Fetnah found that one of the moon decorations moved in a little, and, with experimentation and memories of decorations showing the passage of the soul, the sequence of waning, full and waxing opened a gate under the arch, to an ante-chamber used by the Priests .

This had a font with a statue of the goddess built on one side,  on the opposite wall from the door were cupboards containing rotted clothing and objects. Within that were found somethings in good condition.

The statue of the goddess here also head a palm fan and a heart, but they were removeable. The fan was a bronze waraxe, the heart was hollow silver.

José took the axe, the heart was a more complex matter. The feeling Smersh had holding it seemed uncomfortably soul searching. He passed it to Fetnah, and in the following conversation, Fetnah got some insight into when Smersh was skirting falsehood. Arpaesis arrived,

A reminder that the heart, to this goddess, is a symbol of the inner state of the soul, and this silver heart allowed her priests to see past the surface of worshippers’ thoughts, and uncover deceit

Disturbed by this, Smersh prayed to the Goddess but was actually surprised to get an answer. The Goddess would lend her aid to the group but all the artefacts of her temple must be placed in the care of the temple in Nashwa when they an done.

Somewhat flabbergasted, Smersh tidied up this chamber, as best as he could in its flooded state, showing respect to Tevamurtyu. Whether that was from fear or honour no-one, save maybe the Cold Ones, Tevamurtyu and Smersh (and perhaps Fetnah holding the silver heart)  knows for sure.

From the antechamber, they headed back into the main temple then south into a large corridor. To the east were three Ketaorum with swords, to the west were two robed Ketaorum, each brandishing a short wand.

The robed priests do something with the wands, and rods of red light extend, the heat from them boiling the water around them.

[NOTE this game was being played on May 4th, as written they would have been summoning a demon ]

Utana and José take on the serpent folk with swords, Smersh and Farshad the priests with the blazing wands of light.

A fight ensues. Farshad utilises the magic of his sword, which coats it in shadow. Some jokes about ruling Mandatory. Arpaesis uses “Bar the Way” to hold back a swordserpent in a very Forceful way. These made me happy given the day.

Generally though, the fight was with the group. Only Farshad received a grievous wound, but Fetnah risked possession to cast a healing spell, but the group handed out grievous injuries.

Again, I will have to look at the armour again, to rebalance heavy armour from being TOO impervious,  especially with a shield, either that and/or look at ganging up and increasing damage.

Utana especially seemed invulnerable

After the fight, it was late, it was time to go for the night, but I didn’t think that there was enough to pick up and keep going in the temple, so I wrapped up with the information that they discovered three Faliscan captives, ambassadors heading to Nashwa and captured by the Keteaorum, and collars put on them.

They return to Nashwa, to find all others arrived, including Niralha the magistrate, the conference is finally begun.

And there we left it

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Voyage to the Bottom of the Sea – Episode 2

The group took stock after the fight in the first courtyard of the drowned temple. Annoyed by the court demands up in the palace, Utana found the note, grabbed the armlet and darts and got a fisherman to take him to the island. There, he and Jalabu went to join the others, though Farshad and Arpaesis went back up to help Dhran guard their boat.

There they caught up with events, seemingly unfazed by being able to speak underwater or a temple carved into rock, made to imitate architecture. The group got a good look around the first courtyard and spotted that it was lit from above by a hole in the “roof” of the cave. Smersh scrambled up and out, saw that there was a cairn around the hole and the only creature he could see was a rabbit, munching heartily on the toe shaped leaves of a plant.

Returning to the group, they headed on southward, travelling a short corridor that came to an East-West T-junction. The way ahead was darker, even with the enhancement to vision from the magical armlets, so the group relied on the light from Jalabu’s magical buckler.

They chose to head Eastward as that was shorter and they could see a room ahead. Smersh leading the way, to find a room with three stone biers end on to the doorway  and on the opposite wall, an altar. The floor and flat surfaces were covered in bones, rotting cloth and leather and gobbets of deliquescing  flesh. Smersh looked through seeking valuables, Fetnah used Ibalka’s senses, seeking for spirits, and Jalabu was giving the stone biers and altar a once over.

Fetnah did see a spirit, however too late for Smersh, whose sorting through the detritus of the room disturbed a disease spirit which he failed to fight off. Fetnah quizzed the spirit, hoping to persuade it to leave, but the spirit told her that it was comfy and warm where it was, thank you very much. It was decided that, as the spirit wouldn’t kill Smersh immediately, they could get rid of it later. If Smersh should die, however, getting rid off the spirit should be a lot easier, so that’s fine.

However Smersh did find some valuables in there, an untarnished silver ring, and a cracked ivory box. The box had a bronze roller seal in it. As Smersh tried on the ring, hoping to be suddenly infused with superpowers, Juan José spotted that the insignia on it, a wolf’s head, was of Faliscan design, his homeland. There was no special significance he placed on it regarding its origin or ownership, instead he explained that the wolf s a good luck token, signifying loyalty, bravery and resolve.

The altar was decorated, showing what seemed to be the purpose of this room, a preparation room for the dead, where they were cleaned and reclothed ready for the next stage of their journey.

Smersh and Fetnah are the only ones who might have known, but Fetnah is from the far East, so it is only Smersh’s memory that is jogged. He recognises that the symbology and rites  is that of the Goddess of the Underworld Tevamurtyu of the pantheon worshipped by those that existed here then.

Satisfied that they understood this room, the group proceeded now to the West, the corridor ahead was undecorated, until it reached a bordered doorway  that marked more storytelling. The corridor led to an alcove capping a route south. The story told here, Smersh recounted as of images of the long walk through the Forest of Twilight, towards the plains of reflection. Poking through the trees of the forest and in the grass of the plains are peacocks. (not that anyone noticed, but the ‘eyes’ of the tail feathers were the hands and heart symbol of Tevamurtyu.)

They noticed that, away from the light of the first chamber, the water was getting murkier, and the pathway south from the alcove also sloped down, and the water became darker yet, reducing their magically enhanced vision. Even Jalabu’s lamp-shield was reduced in effectiveness.

Following the corridor south to another crossroads, they decided to go East again, towards another doorway. However this passage had short narrow offshoots, though it was impossible to see past them as some kind of vertical surface was in the way. As the group continued East, Smersh decided to see what was down there.

The surface was the plain side of a carved pillar, the decorated side facing into a larger chamber. Smersh’s time to view the room was interrupted by two darts thrown by Keteaorum. Utana squeezed through to help, but from the western corridor came more, engaging Juan José and Jalabu.

Utana slew his foe with contemptuous ease, as did Smersh. (The critical Hit system is deadly.) and decent armour saved Juan José as he and Jalabu provided Fetnah with a meatshield as she recited a prayer that reduced the effectiveness of their foes.

Blood diffused through the water, but the group were victorious, and only lightly blooded, though remonstrative with Smersh for pulling them into an ambush.

And there we left it, until next time

(I need to check the armour protection vs damage, ensure that invincibility is not a thing)

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Voyage to the Bottom of the Sea – Episode 1

The afternoon wore on, and the whole atmosphere changed. Trumpets and drums drift across the water and along the road as the advance parties of the dignitaries arrive to prepare matters of accommodation, protocol, precedence and dietary requirements.

As soon as word got to the Palace of Nashwa, Utana was rushed off, bathed, perfumed, oiled, dressed and bejewelled until, instead of the hard travelled agent, was a noble of Kashara Haraxa, resplendent with all the air and majesty they could muster.

The crowds entered, parasols over notables, rose petals strewn where they walked, the drums lowering as voices shouted the names of those entering the palace precincts. The rest of the group found themselves pushed away from Utana, porters started to be directed to stow luggage from the caravan and from the galley that had arrived at the dock.

The acting commander of the garrison, Juan José, arranged his troops into an impromptu honour guard. Their drill was a little ragged, but nothing disgraceful, and he quietly gave orders for more practice before the main dignitaries arrived.

Fetnah and Juan José grabbed petals from baskets for offerings, Fetnah for her spirit ally, Juan José for the undead inhabitants of the tomb.

Fetnah also had to see the wooden crow get upset at her latest creation, the duck like form not pleasing to the spirit.Will she try it again? Only the future will let us know.

Eventually they prepared for their meeting with the Keteaorum, Farshad and Smersh scavenged pastries, sweetmeats and wine to present to the Keteaorum as gifts. A pair of dazzling charmers, they did well and got sweet treats destined for the most rarified tables.

The secret meeting room, Keteaorum and land dwelling mortalsWith gifts in hand, they proceeded to the secret room. Three Keteaorum were already there, unarmed though one had a crystal topped staff. Whatever words the creature uttered were rendered into the native tongue of the hearer, Idarit of an ancient kind for Smersh and Fetnah, Faliscan for Juan José, the Ta-Khameti dialect of Idarit for Arpaesis and the modern Idarit for Farshad, the words emanating from the crystal.

The Ketaorum had also brought gifts of food, and each group politely sampled what was on offer, the sea urchins got lightly prodded about by the land dwellers, the sea dwellers however seemed intrigued by the honeyed flatbreads went down well with the Keteaorum.

The sea dwellers also a had request for aid.

“Greetings those who occupy this place. We are the faithful. We are the descendants of the first of our kid summoned to this world by priests of the Cold Ones two thousand years ago. Other Keteaorum around the world have deserted their bound contracts, but we are the faithful.

Our bond is to protect this place until a sixth Royal Person is buried in the tomb. It has been centuries since the fifth Royal Person was entombed, we wait, and remain faithful, but we need your help.

“The symbol of our bond is a statuette, of the dual deity Ahera-Ba, in white jade with our contract carved upon it, it has been stolen by other Keteaorum, ones who long ago broke their faith. If they can unravel the spells, they can command us, they can break our bond!

We need your help. We cannot leave this place, please bring us back the Seal!”

The group had questions, about how far the Seal was from the peninsula, about how far the faithful could go (about two miles from the shore), surely the thieves would be underwater and how could they fetch. It.

They were offered arm rings, bronze with enamelled detail, that the Keteaorum called “The armlets of Segin-ah. These would let the land dwellers breathe underwater and operate almost as well as if they were on land. That concerned the group, who were aware that Keteaorun enslaved land dwellers, fixing collars with similar powers to them.

The priest of the faithful reassured them that these were a more limited magic, that would only last until the next full moon. The group conferred, and struck a bargain, they would fetch the Seal, but could the faithful guard the waters around the peninsula for the duration of the conference. To that the Keteaorum agreed.

It was obvious that bows, the preferred weapon of many of the group, would be of little use. Asked if they could provide anything, one of the Keteaorum went back into the water and returned eventually with quivers of darts, each containing six darts. These will glide through the water as well as if they were on land. (For any readers [Ha! Readers!] in the UK, there were references to Bullseye and the phrase ‘Magic Darts‘ was uttered). They were bound to the armlets, so the spare quivers and darts left behind for Utana and Jalabu were sets.

Transport was offered, a kind of frame that could propel them through the water, but the group preferred to find a boat and sail to the island. Leaving behind a note, arm ring and darts for Utana, they found a fisherman delivering his catch to the burgeoning population of the Palace of Nashwa, the boat dwarfed by the galley delivering the delegation from Ishtir.

Juan José tried to find a crossbow, but this weapon, whilst known in the west where Juan José is from, and in the east in the Empire of Zhau, is rare in the Haraxan Kingdom, especially in an ancient palace at the start of a diplomatic conference. In any case, would the crossbow work underwater any better than a bow? The string would be just as slack!

The sail was not long, the arm rings guiding then towards an island under which the Seal was located, and the group were dropped off, before the fisherman, guarded by Dhran and Jalabu, took the boat round to a cove to keep it safe from counter-attack.

The movement was odd, half walking, half swimming, a layer of air keeping them dry, moving disown a rock face, the base of a cliff, into which was carved an opening, great rhomboidal columns of stone and a lintel onto which two hands, above and below, cradled a disturbingly realistic looking carved heart.

A secret meeting room, mortals and serpent folkThis triggered memories for Smersh. Of stories he was told of a people who lived in the area, but were drowned by a flood. This might be a mountain temple of those people.

The group swam into the temple, their eyes adjusting to the dark by the magic of the arm ring, and saw a courtyard, the floor covered in aquatic plants, but no signs of fish.

In the centre of the courtyard was a Square cut font, set in a carved, sloped depression in the ground.

The group moved in, taking in the flora and the font, and it was only at the last minute that   Fetnah spotted a threat from above, two Keteaorum with readied darts. A short fight ensued. Arpaesis improved his vision with magic, in case of further ambush, as the others flung darts then closed.

Outnumbered, the Keteaorum would have been hard pushed in any event, One had lightly wounded Juan José, but he later smashed it in the face with his shield during an excellent defence, that it was stunned. The Keteaorum had also not reckoned with Farshad. Possibly in a cold rage from all his times being dunked in wells or unused as bait to aquatic menaces, with sword and dagger he sliced one in two in just one attack, and brought the other, wounded one so close to death that a flung dart finished  it off.

Blood diffused through the water as the group took stock. Only Juan José had been injured, a mere scratch he could easily take care of. Fetnah had already discovered that picking up a Ketaorum dart was not a simple matter. The ownership had to be overpowered, something Smersh failed to do but Fetnah and Farshad were able to accomplish, adding to their quivers.

The aftermath found Fetnah and Juan José examining the plants for any with useful properties, as the rest examined the stone font in the centre of the chamber. Arpaesis spotted a compartment in the bases, allowing Smersh and Farshad to recover three bronze phials, capped with wax.

The symbols around here also triggered more of Smersh’s memories. Of the deities of the forgotten inhabitants of this mountain, and a goddess who welcomed the worthy dead. The bodies would be anointed with oil before proceeding into the inner precincts.

That next precinct awaits and, with that ahead, we left it.

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Write up 9th March 2023 – Journey from Babilim – Part 5

It is a week since the journey down the well ended with Jalabu both embarrassed and injured by his possessed underwear, and the palace is being tidied and prepared for the incoming conference.

However rest is not forthcoming, Jalabu is somewhat traumatised by his experience and the rest of the group have their sleep disturbed by his screams. Smersh has his own problems, he has visitations of a religious nature. His gods are reaching out to him, but he cannot hear their words.

It is early morning, Fetnah is doing her morning rituals as Smersh, accompanied by Arpaesis, goes to the Temple. It is in a better state than it was when the group first arrived, when Smersh did a little cleaning, but Smersh had not attended the Temple since, or really shown much devotion.

There they found strange wet footprints, which, under investigation, proved to be a large group that had come up the cliffs from the sea, gathered in the Temple, then split into three groups, two returning to the sea, and a small group heading to the the older central palace building. There they followed the footprints, part of the group clambering over the compound wall as did the intruders, others, like Utana, being more dignified and using the gates.

Each well in the Palace complex had, on Smersh’s advice, been covered with a cover to stop anything coming up the well.

Jalabu could hardly wait to drop his clothes, tie a rope around himself and head down the well, accompanied by Fetnah and Farshad, with spells of seeing cast by Arpaesis, well, mostly cast, for some reason something went awry with Jalabu. Arpaesis also provided inflated goatskins to be used to provide flotation or emergency air as required.

Down the well, again a sloping passage going under water, and again a chamber with strange tables. Fetnah’s dive did not go well, but Jalabu managed it, finding a set of plaques. Meanwhile Farshad rested in an air pocket, lying on a collection of the inflated goatskins, gods alone know where the cocktail came from, or the little umbrellas, or indeed the concept of either.

Jalabu, emboldened by his success so far, decides to explore on, a passage leaving this chamber towards the one he had been in previously, he swam on but only just reached the air pocket in that chamber, breath heaving and gasping, at the limit of his ability. There he looked around, it was unchanged, but the rope was at its limit and going on would be a risk. It never came to that, something dark and mysterious swam towards him, Jalabu experienced the strange effects of Arpaesis’s botched spell, instead of the reality of what was in the water, he saw a fearsome sight, a jagged toothed, razor horned sheep, angling towards

Him, panicked, Jalabu tugged the rope, and he was hauled out, gathering Fetnah and Farshad with him.

Settling down afterwards, the aftereffects of a submarine Nantucket sleigh ride making underwater adventures a sore trial for Jalabu twice in a week, Farshad and Arpaesis examined the tablets.

Written language

Writing of the North and  East
Shamek The most common current writing system. it is alphabet based.

Ebbarisi A cuneiform system used before Shamek, still used as a scholarly form. 

Habbarisrri A more pictographic ancestor of Ebbarisi. 

Writing of the South and  West
Shehkhami The most developed glyph based system of Ta-Khamet, Menasveh, Bedewah and Damat

Shehhemnet The ancestor of Shehkami, the glyphs are closer to pictures

Writing of the Haozi
Haozi The writing system of the Zhau, where each character representing an idea. 

Other writing
Adshir musical notation also used in ciphers

The script on the metal plaques was Shamek, but the way of expressing ideas seemed to indicate someone more used to Ebbarisi than the modern alphabet. It read

“We are the Keteaorum, we dwell here for centuries, why do you visit us?”

Between the group, they pooled what they knew of the Keteaorum, an aquatic folk, with strong magic that allows them to work metal underwater and to exist on land. In times past, they were brought by priests from some other realm, and bound as temple guardians. They spread under the waters, in both fresh waters and salt, and from time to time they raid the land and take captives.

The group checked out the Temple again, there they found more of these message plaques, at the pantheon statue, at the crypt and the room of offerings.

The day was further complicated by new arrivals. Soldiers to garrison the palace, put under José’s command, hunters reporting back that a unicorn had been found, and was being herded to a more convenient location for an organised hunt, and news came of entertainers descending in droves tomorrow to be selected.

Smersh then went around the complex looking for vulnerabilities. Particular attention was paid to the main palace buildings, as both would be used for meetings, especially those when some of the parties probably would be unable to stand to be in the same building as each other

In the cellar of the older building Smersh found a door disguised behind a false wall, leading down to a meeting room. This was a strange room, a table like those underwater, chairs for both mortals and the strange physiology of the Keteaorum. Leading away from the room on the other side was another passage leading underwater.

A reply was written, and placed where the Keteaorum might find it. They would meet with them in the secret room under the palace.

Fetnah carved a new crow body for the crow spirit, but it was not her best work, and the crow rejected it, as the crow seemed more like a duck. Next time maybe

The next morning, Smersh held a service, aided by Farshad as cantor. The other workers and guards who attended the service were satisfied, but Smersh could not feel his connection with his gods as clearly as he once did, but he did feel his bond grow closer.

The peace of prayer was soon lost, as entertainers descended on the palace. Birds of Prey were brought to each of the group as they settled down to audition the acts. Each act was judged and, if found wanting, the judges hit the buzzard to signal rejection.

The evening grows near, the meeting draws near, and there we left it

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Write up 23rd February 2023 – Journey from Babilim – Part 4

Morning began for Fetnah as it often did, with her finding a quiet spot to clear herself of the influences of the spirits she had been dealing with and ready herself for a new day. She had found a likely spot by a pool in the trees, near the rock tomb, She was aware of the spirits below, but they kept their influences to themselves.

However, her plans are unterupted by the sight and sounds of a large crowd come through the gates of the walls of the Palace of Nashwa, pack animals and bearers amongst them. Rousing the rest of the group, Smersh making sure a dagger is in his hand, if not held high, at least visible.

People got out of his way, forming a semi-circle with, at its centre, a better dressed individual, a Kurrim. He introduced himself as Jumab, who was recognised by the group  as an official from the household of the Magistrate of Eshtaband. He had been sent here by Tingis, deputy to the major-domo of the Palace, to take on the role of steward to the Palace of Nashwa, at least until the conference begins. The people with him were cleaners and workers here to repair the Palace.

Behind them another group with pack beasts made themselves known. At the head of this caravan was a man wearing a camel-hair robe with sheepskin trim, open at the chest revealing gold amulets. He announced himself as Abmetep, his accent and name betraying him as Ta-Khameti, a dealer in furnishings and household goods to the gentlefolk, known as the “Geezer from Giza”.

“You knows the gentle-folks. They don’t want to use a bowl or a goblet that has even been looked at by another. So you are gonna need new bowls, new cups, new utensils, new rugs. I am the one to supply them. Urns from the Anaxoi, animal shape cups from the Sardic Empire, all sorts of wares from the Zhau and more besides. What sez you we make a deal?”

Farshad took on negotiations, and barely scraped a useful price in the haggling, Abmetep’s notion that the goods could be sold on the souvenir hunters apparently falling on deaf ears. However he did take Abmetep aside when the latter suggested a “consultancy fee” that the two could divide. A little extra profit for Abmetep, a little bit of cash for Farshad. A deal was struck, and the goods started to be unloaded into some of the empty buildings.

The entertainments were discussed, in particular, and Utana’s area of expertise, the great Unicorn hunt. Styles of hunt were the first descision. Previously the thought had been to capture one, and bring it to be placed in a park fotr the gentry to hunt, the realisation was that, for the honour that such a hunt represented, it had to be real, not staged. They sought and found two hunt guides, Osen and Feffa (*), to form a party and try to find a unicorn and, if successful, try to force its range closer to the Palace.


There was a bad joke here. The Scots term for a hunt guide is ghillie, from the Gaelic “gille”, boy and that ids the term some of us used as it is what we are familiar with.

So, ghillie ghillie Osen Feffa……..


The next concern is basic physical security. The bays in the shoreline that a boat could get close to and use were identified, the vantage points to observe them noted and the wall inspected for climbable spots, which cost Fetnah a winding, luckily Smersh caught her to break her fall.

The next places that were inspected were wells. Fit youngsters were lowered on ropes down each, still immaculately lined with clay but going deep before the clean water was reached. Not wanting to take chances, the group arranged to securable covers to be made to each well.

All were unbroken save one to the east, in which a side passage went off. Farshad was lowered for an initial scout, but the side passage sloped down to the water line to the North-East, and then continued. Farshad returned to report. The fear of the creature that tried to seize Farshad in the watery tunnel under the ruined tower returned, it must be investigated.

Farshad and Jalabu then prepared themselves, Jalabu stripping to his small clothes and carrying only his magic buckler that gave off light, went down the water passage, Farshand hanging back in support. The water soon gave way to a large chamber, with, fortunate for Jalabu, a very small breathable pocket of air at the top.

Diving down, Jalabu found stone tables of an unusual type, there being two tiers, there being a gap between the two. The chamber went on, but he could not determin the end or an exit, and so he returned, his air in short supply, the rope tying him growing heavy and waterlogged.

Back up top, the group considered how to properly explore the chamber, goat skins filled with air were proposed and then Fetnah hit on the idea of seeing if a spirit inhabited the chamber, one that might be able to help.

The issue was how to make contact, it would require water from the chamber. How to get some? It was thought that Jalabu’s small clothes, sodden with the water of the chamber, might provide enough to use. A bowl was found and a measure of water carefully extracted by cautious wringing.

Fetnah set to work. This would be difficult, but, cleansed as she was, surely she could summon a water spirit from the chamber, if one was there?

She could! However, her rapport with it was incomplete, the spirit was angry, and violent, it inhabited the water remaining in Jalabu’s loincloth, twisting and contracting, raising welts of bruised flesh and even nblood as Jalabu howled in agony, and then in Terror as Smersh and Farshad lunged at him, knives drawn.

They were able to slice off the garment, leaving a bleeding Jalabu writhing in the dust, clutching himself and swearing off nether garments for life as the underclothes leapt at Fetnah like a soggy and malodorous face-hugger, only to be caught on the point of Smersh’s knife, and pinned to the ground, where the water drained out into the dust.

Jalabu’s composure returned enough for him to cover his shame with the shout “it was very cold in that water” as Fetnah laid on healing hands and José applied soothing unguents, returning his body somewhat

And there we left it

The organisation is not the main focus of the adventure. The group are management, and they are involved, but the conference will be arriving soon, and protocol and intrigue will be the daily concern

 

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Write up 9th February 2023 – Journey from Babilim – Part 3

The group left some of their number to get accommodation in the palace complex sorted (ie folk who could not make it) the others approach the gates carved into the large rock in the middle of an unkempt area of trees and woody shrubs to the east of the penninsula.

In front of the gates are two braziers, like the gates and much in the complex, is down at heels, but maintained enough not to be falling apart. The braziers have ash and unturned wood, left there long enough for some of the ash to have turned to paste with rain and dew, but the remnants still giving off aromatic scents.

Under Utana’s knowing scrutiny, Farshad checks the gates, wooden with strong, complexly embossed hinges. He determines that they are both unlocked and well enough maintained that there are traces of lubrication on the hinges, all of which Utana established with a critical but perceptive glance.

The group remembered what the local spirit told them about the spirits under the earth demanding respect, and so gathered such dry fuel from the woody shrubs as they can and, sprinkle herbs and spices donated by Fetnah so that, when set alight, they gave off a pleasing scent. This they hoped would be appreciated by the dwellers underground. (Note. It was. It made the attitude of the dwellers below a notch friendlier)

With the offering being made, they opened the doors, revealing a short hallway coated with the clay they had spotted lining the wells before steps descended. The stairs were a square cut spiral down that went down 6 flights, a little over 3 metres per flight. At the base of the every second flight, two of the walls held three alcoves, five of which were occupied by painted, life sized statues of warriors.

The first set of statues  encountered were examined closely, though not destructively. The statues were clad similarly, but with slight differences of decoration, making each individual. The fabric of the statue proved to be plaster. There was no sign of the empty alcove that it had ever had a statue. These findings were repeated on the next two sets of alcoves.

The base of the stairs led to a short corridor, thoroughly decorated with complex designs. Close examination revealed to Farshad that what appeared to be a complex and confusing story, was actually five stories of different monarchs with spaces in the interlinked narrative for a sixth.

This carried onto the next room, a wide chamber with a grand exit ahead, but three doors either side, three on the left decorated, two on the left decorated, one plain. Each decorated door had a pair of guardian statues flanking the door. The symbology they had seen on the statues was put into more context here, a progression could be seen from the first door on the left, along the left them over to the right, suggesting some sort of inheritance or transfer of power,

From the grand entrance came music and voices, though indistinct. Stealing forward, Farshad saw a shrine, of an ancient style, but clearly dedicated to The Cold Ones as it looked similar to other shrines he had seen in Bardij and other places. With that in mind he recognised that the music was drums, some indifferently played flutes and some slightly off singing. The flutes and singing suffered no doubt because the musicians were actually desiccated corpses, dried out husks of mummies.

Upon Farshad’s return to the group, they examined the first door on the left. It was painted as a door, but actually seemed to be functional. Utana’s gentle but insistence shove did nothing to open it, but it did indicate that the door could open. Further prodding and scrutiny looking for secret switches or locks revealed that decorative beading down the side concealed a simple bronze knocker, disguised by the paint that fitted it to the rest.

Using it led to the door being opened by another desiccated corpse, a very well spoken door warden, though their diction was affected by their lack of lips and whatever state the rest of their mouth was in. Over a very civilised conversation the group learned that the mistress of that household was Yuwannah, once Sharatum. From that house were those of her nephew the Sharrum Shisuthrus (that name especially mangled)  his cousin the Sharatum Harekah then to the other side, Harekah’s son the Sharrum Navaah and then his daughter the Sharatum Uchani, the last door is for the one to come.

Questioned about the connection, it was confirmed that these were monarchs of the local kingdom. Though the warden did not volunteer its name. These monarchs were bound by family bonds, though that did not stop them removing other family members who threatened their reigns.

Although the group could see past the warden to see, at the end of a hallway, other household members, as dedicated and decayed as the warden, peer back curiously at the group, the warden makes no move to let them in, but instead points towards and past the chamber with the musicians, indicating that there the monarchs held Council.

The group took their leave, and moved on. The music had changed from religious to more maudlin, homely music, but it was not much improved. Beyond the shrine, the chamber proved to be an incredibly decorated audience chamber in which well dressed mummies stood in knots of conversation in front of a dais upon which were 6 stools. As before, five were decorated, 1 plain.

An entranceway stood at either side of the dais, three guards at one, two at the other. The whispering, croaky conversations died down and all, err, places where eyes might have been once, turned to face the strangers.

Juan José addressed one, and explained that the land above would soon be busy and possibly disturbing, and they would like to discuss this with those that ruled these halls. The one they spoke to beetled off through a doorway, leaving the group to make extraordinarily awkward small talk as they waited.

In not too long a time, the messenger returned and beckoned them into the Council Chamber, a well lit by magic that shone through coloured glass lamps and panels in the ceiling giving an illusion of a sunlit chamber.

Juan José opened negotiations, explaining what was to occu above, to apologise for the disturbance. He asked what might the dwellers here desire and if they would care tp send observers. The Council deliberated and responded. They thanked the group for the invite, though foresaw problems that might arise should they attend, so they thanked them, but declined.

As to what they could do, offerings from each feast, each celebration held during the conference, a portion should be delivered to the gates to the tomb, some burned as offerings, some left intact.

The group agreed, and received cups from the court as a gift, before they left. They climbed the stairs, and two realisations for Utana. Once, that the statues they had seen were not just statues, they were the right size for a mummified warrior coated in plaster, remaining in place perhaps for centuries. The other was that the complex extended from the rock towards the palace, his sense of direction made that clear.

The group ascended the steps out of the tomb, towards the accommodation prepared for them, and there we left it.


I wasn’t sure how this would go. I wasn’t sure what the players would do, it might have gone all dungeony, but it was all very social, explore and discussion. I enjoyed it, I hope the players did.

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First impressions of “Swords of the Serpentine” RPG

First Impressions of “Swords of the Serpentine” RPG

by Emily Dresner and Kevin Kulp with Matthew Breen

On Monday 6th and Tuesday 7th Feb 2023, I played in a game of “Swords of the Bosphorous”, Martin Cookson’s (@mcookie123 on Twitter) “Swords of the Serpentine” game set in Byzantium in 1450, still the last remnant of the Roman Empire, a shadow of its former self, only three years before its fall in a great siege, but the characters don’t know that of course.

The characters were a random assortment of city folk, an Orthodox Priest, a wine merchant’s daughter, a captain of the city watch and the character I played, a city engineer. I am not going to discuss the scenario, because *spoilers* but what I thought of the game, I have wanted to try the game’s “Gumshoe” system since “Trail of Cthulhu” but i found that book physically hard to read, my eyes just counted cope, so firstly, “Swords of the Serpentine” is definitely easier on the eyes.

Mechanics

I still think it Swords of the Serpentine could do a better job of explaining itself, but that might be a feature of the simple, but separated system that is different to most others. I think, if it was me, I would have a truncated character with a couple of each of the features with explanations as a sample

At the heart, it has a skill system, but two kinds of skills, Investigative and General Abilities.

  • Investigative Abilities. You have one of these, and you will, then you can just use them as part of your interactions with the world, eg, you know City’s Secrets, so you can find your way about the city and know some of the things strangers don’t. Need to get information by criminal means like blackmail or spying? Your Skulduggery skill will help you there. However they do do more for you, more on that later.
  • General Abilities, your “normal” skills. Eg hitting people or sneaking about. You have a skill, you roll a d6, get 4 or over, you succeed. Sometimes it might be difficult, and you need A 5 or 6, but it is all a single d6 die roll.

However, straightforward as this seems, you can modify things. You have levels in both your Investigative Skills and Abilities, but these are expendable resources, like Power in RuneQuest, things you spend but can get back.

General Abilities

For a General Ability, e.g you want to increase your chance of Jumping from roof top to roof top, well, you have 6 points in Athletics, spend 2 of them, and you can add 2 points to the roll, and have 4 more points for later use.

The more points you start with a skill, the better you are at it.  If you are an Expert in a General Ability, ie you start off with 8 or more, then you get a Talent, which gives a special advantage. E.g. If you have 8 or more points with Athletics, you can try to Dodge attacks that otherwise would have damaged you.

In attack Ability use, though GMs might use the idea for other abilities, can have “critical effects” if you do really well.

Investigative Abilities

With Investigative Abilities, your options are broader. These are not just “I do this” but also “How do I do that” and you can use them to

  • add to your success chance for your General Abilities
  • increase the damage you deal
  • reduce the damage you take or increase the amount you take
  • influence others
  • substitute for a skill you don’t have

Your character should, however. have a narrative reason how this works. In the jumping attempt above, a character might use their knowledge of City’s Secrets, to give a bonus to crossing the rooftops as the character knows of a gargoyle sticking out that they can use as a ramp, making the jump effectively shorter. Or, if they did not have the Athletics skill, then they could use that Secret to give it to them.

Allegiances and What is best in Life

There are also Allegiances, organisations characters owe fealty to, or enemies that might counteract them, that you can use with Investigative moves to gain information or things with that influence, and “What is Best in Life”, three things your character values that not only help you figure out who your character is but, once per adventure, you can use to gain a bonus for an Ability use.

Refreshing

To boost chances or use special features of Investigative Abilities, you need to spend points that the Abilities have, the same for the one per adventure use of Allies or What is Best in Life. Normally these only refresh per adventure, not per session, though a GM might allow that for a long multi-session adventure. However, succeeding at goals and defeating enemies can gain the characters refreshes, as can rest and carousing. Refreshes come from a communal refresh pool, so there might be negotiation (arguments) between the players about who needs it more, perhaps the merchant/thief who has only picked the one lock today needs it less than that Sorceror who saw off three angry mobs by themselves.

Taking damage

The last thing about the mechanics, instead of “Hit Points”, your character has “Health” but also “Morale” meaning that attacks are not just against the physical fabric of a target, but also their willingness to even be there, which can be hit by social abilities or foul sorcery. (All sorcery is foul in this world, even of used for good, it stems from Corruption).

Playing in the streets

So, how does it play? It is is light game that encourages players to narrate their actions, not just “I hit them with my hammer” but, when boosting with an Investigative Ability, to describe what is going on “I taunt them as I attack them ‘Last time I saw something like you it was rotting unloved at the bottom of a fish barrel’ and spend one of the points you have in the Taunt Investigative Ability.

In a chase sequence, my character boosted their chances with City’s Secrets and other Investigative Abilities, coming up with reasons why they applied help not only give some history to the character but also help shape the world. This idea that spending points with Investigative Abilities can have the player add details to the world, physically, culturally, legally, helps, I think, the player buy into the world, as it becomes part of the creation, rather than something that only exists to the extent that the GM describes it to them.

Having said that, we played in Byzantium, “Swords of the Serpentine” has its own, reasonably described, city, Eversink. The feel of that, from my totally casual read, is a combination of Renaissance Venice, Camorr from “Lies of Lock Lamora” and Dunwall or Karnaca from “Dishonoured”. There are many factions, someone in one world might have no contact with anyone in another but, then again, perhaps that priest has a secret vice that gives them contacts with disreputable merchants, so there is definitely scope for politics and intrigue in the noble courts, as well as those of monarchs of thieves or of the church, as well as thievery and violence. The set up looks like it supports a decent range of campaigns and adventures.

Swords and Sorcery

One of the goals of the authors was to be able to do “Sword and Sorcery” games. That it should, s well as the more social heist style of game emulating, say, “Fafhrd and the Grey Mouser”, that it could cope with “Conan” and his imitators. The world of Conan gets cited in a few examples, as does the definitely not Sword and Sorcery “The Hobbit”.

As far as Conan goes, there is more to Conan than the film version, fun though Arnie was. In the books he is intelligent, educated (the first film nodded to that), speaks many languages and is more athletic than powerlifter.

Obviously the “What is Best in Life?” rule is inspired by the quote from the film “Conan the Barbarian” though John Milius lifted that from a 1927 book about Genghis Khan, with the Great Khan asking that of an officer. The author, Harold Lamb, wrote for the pulps and Robert E. Howard enjoyed his stories, so it is all good, but, despite that nod, and examples to bring Conan in, I suspect you have to pick your Conan. Conan in the stewpots of Shadizar or the back alleys of Tarantia sure, running across on a quest such as in the film “Conan the Destroyer” or pirate raids wih Belît, not so much. However characters will probably find themselves facing seemingly impossible odds against foes without end to cut a bloody swath through, as the game is set up with glass cannon mooks to fill out the numbers.

Sociability and Sorcery

Hitting folks with big bits of something is not the only way to combat someone. There is a “Morale” score that can be affected by “Sway” attacks or by the use of Abilities that might cause opponents to think twice about attacking you, whether through fear or you grabbing their interest.

Sorcery I didn’t use, but saw a few uses. It seems to attack either Health or Morale meaning the the Sorcerer can choose what their vile manifestations get up to. Either their summon plague of ants nibbles you to death or they crawl all over your body giving you the heebie-jeebies.

I really liked that opposition was social as well as physical, meaning a fast talking but feeble thief might, by use of their voice, daunt as big a crowd as a more violent type might do with their blood dripping battle axe.

Eis ten polin!

While there is some scope to leave the city, my impression, based on far too little reading of the book or play, is that it is really intended for urban play in a sprawling metropolis, but a GM could introduce new Abilities and organisations to cope with those icky outdoors if required, though, given the way the rest of the game seems to work, involving the players into establishing their ties to the world beyond the walls might be fun.

That the city is seen as the main focus of the game is covered by a conceit of the description of Eversink, that those who are there think it is the best place in the world, despite its mysterious descents to the depths that means that a new storey is required each generation. This seems magical in nature as people lose that feeling when they leave, but regain it if they return.

However, this sinking city with his drowned and buried levels just shows you why you never need to leave, dungeon levels, like the buried parts of Edinburgh, Paris or the layers under the cities of Tekumel, are right in the city, no uncomfortable trips into the cold and wet wilderness when it is all on site.

GM’s section

The advice to GMs is concise, but seems useful and covers how to run the elements of investigation, adversaries,  combat against superior numbers, customising it as to world and  and how to tweak it to your preferred style. Want more experienced heroes in a work where vulgar fisticuffs doesn’t take place? Here is how…

There is a gazeteer for the world, nothing too in depth, and a sample adventure as well as earlier chapters about wealth, magic items and how to build your adversary.

Conclusions

I played this as a one off, so my experience is limited, but it was fun. There are simple, and seemingly appropriate rules for character growth, but obviously I have not experienced them, or how a campaign plays out. (Hint: I would love to play in a campaign of this) but it looks workable.

Although it took me a while for me to get my head around the system, once in it is very easy, though how to balance spending your points in play is probably a matter of experience, it was easier for us at the end of a set one off adventure to blow points to achieve things than a player who does not know how long this might go on for. Players and GMs will get there no doubt.

Despite what I said about finding it slight more tricky to find the nuts and bolts at the start, the book is chock full of advice, most of it brief but to the point, and I found the font much, much more readable than “Trail of Cthulhu”.

This is a thoroughly enjoyable smooth game (or at least the one game I was in was, obviously GM and players make a difference, but my experience was great) and it worked with a comparatively few number of characters, and the book even has advice for one GM and one player play.

The system is coherent and mostly unified, with little in the way of extra subsystems, so once you learn the basics, you learn the whole game. Which is very attractive for the point of one-shots or fitting in players, so that they can concentrate on the world rather than flipping through the pages looking for mechanics.

If urban fantasy with intrigue, factions and a variety of social settings where sorcerers are just tampering with evil forces and your off-work preferences can influence your success in adventuring in surprising ways is your thing, “Swords of the Serpentine” is a damn fine choice!

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Write up 26th January 2023 – Journey from Babilim – Part 2

The day in the Palace of the Magistrate of Eshtaband opens as it usually does, with servants seeing to the needs of the officials and priests in the Palace. Rooms and food are prepared, passages swept and, in the quarters of the agents, Fetnah makes her peace with the spirit world, to clear her connection and enhance her powers.

The first order of business for the group comes from Shararah, the duty liason between the group and Harvan, once a position occupied by Utana before he became their, in Harvan’s eyes, leader or, to put it bluntly, the one to blame if things go wrong. Shararah takes them to the Palace armoury, there weapons and armour are made available to them, though José prefers to buy his own, which has been fabricated since he ordered it. The archers also had more silvered arrows made,

The group improve their protection, though, of course, wearing armour normally is frowned upon, on penalty of arrest as a possible bandit or rebel, and decide to get recruitment of the army of servants that they will need for the conference, started. Shararah points them at Tingis, the deputy to the Palace major-domo.

As this is very much in Tingis’s normal day to day work, he is more than happy to help though, of course, as he is doing the group’s work,  they should pay him a consultant’s or finder’s fee. Fetnah and Utana persuaded him that instead, his fee would be expenses of the conference. Tingis drafted a requisition on a wax tablet, and got Utana’s mark authorising it.

That being done, they saddled up to ride the hour to the Palace of Nashwa, this ancient Hassaryu palace was once the home of Governors and before that, local monarchs. Within the walled pennisula, roughly six square miles, are a complex of buildings and, to the east some older ruins. In a small wood of trees, a large rock, the entrance to the tombs of the monarchs, south of that, a Temple to the cold ones, old, in need of repair, but sopunder than it looks, and to the east of that, a ruined tower.

The gates through the walls were closed, but opened to some pushing from Utana, after Jalabu’s attempts to open it with his head had failed. Inside the comple, they noticed the lack of upkeep, it was not fallimg down and it was untidy and, finding the head caretaker, Armon, an elderly human whose assistants, he said, were not much younger. The Palace gets maintenance once a year, but that is not, from what can be seen,  enough to do all that is needful, the supplies are only enough for the current staff, and the bedding and accoutrements of a working palace are inadequate.

As they go, they check the wells, being surprised at how deep and sweet the water was, The lines were ling, the wells lined with smooth stone and lay

Confirming what they should have known about the state of the place, they decide to check out the ruins. Summoning a reluctant and surly spirit of the area, Fetnah learns that the area above ground is home to that one, underground in the tombs were the unquiet spirits of the dead monarchs, 5 of them and their servants, who resent their descendants no longer ruling. The local spirit offered two notions, the unquiet monarchs would have to be destroyed or placated with offerings, to show respect. The local guide did ask that, to persuade it to do what it could during the conference, offerings of incense and flowers be, made at the Temple.

Next, to the Temple of the Cold Ones. In better repair than it looked, the local spirit told of crypts underneath. These were after a store of religious regalia and tools. The crypt was in good order, niches of urns surrounded by model grave goods. Smersh’s connection with the Cold Ones let him know that they were still connected to the temple, and he felt that the local spirit’s desire for daily sacrifices would be easy to achieve with the normal worship.

Next to the Tower, a ruin, the upper floors fallen, but the group found that fallen wreckage was, in fact, a door, opening on a sloped passage leading down and east towards the salt lake. Jalabu led the way, his magic shield lighting as they went, until Utana and Smersh almost slipped on wet moss, into water as the passage continued down.

For some reason, Farshad admitted to being able to swim, so they sent him down into the water at the end of the rope. Farshad did not far well but, more worryingly, a serpentine figure with arms and hands came for him and he was yanked bodily out of the water, narriowly avoiding smashing his head on the ceiling.

The serpentine figure with its snaky face did not follow and so they left, intending next time to go to the tombs under the rock. Not sure why, but that is for next time, and there we left it.

 

 

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