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Out of Character Discussions / Threshold updates
« on: October 13, 2005, 10:18:09 AM »
Hi all,

In case anyone missed it, I have posted a full write-up of Threshold Episode 7.

I also finally posted Wildfire's Moon Phases chart on, as he requested.


Game Log / Episode 07: A Chamber of Horrors
« on: October 09, 2005, 07:18:38 PM »
Episode 07
A Chamber of Horrors

[Saturday 16 Sep 05]

Cast of characters:
Dale: Blackspear
Laren: Matt
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Himo

Sythus [Spring]
Valley Year 237
Duthash Zinnyas Fehy [8 May]

Jarmok: After having returned back from the cave you find that the cabin that has become your home offers a silent welcome. Although some questions have been answered some remain and others form. Threshold is bustling beyond anything that you might have imagined upon first arriving in the cold season. It is busy in a way that makes you nervous in being among so many strange people. You become frightenlingly aware of how different you might actually be considered among commoners.

You awake in the morning and start to go out on the early march. Heading out the back door you see a pack of grey wolves lying in the yard. You stop to assess the situation and they all get up to sit and stare at you. The pack leader stands on all fours and begins to inch forward slowly. You can see that he's not in an aggressive stance and just seems to be curious.

OOC: Johan if you have any memory of the conversation that took place here please, by all means, indulge.

Laren: After returning from Xuad'Tarn your mind is moving almost too fast for you to keep up with it. You now have rest from the uncertainties of the past but are plagued by the mercurial future. It's good to be back and get some rest. Having returned late last night exhausted, you went straight to bed. Waking in the morning to the noises outside you get up. Through the second story window you can see the Rosewalk Bridge and the deep waters of the Fogveil. "Is this now my home?", you wonder. Time enough for those deep thoughts later. Perhaps swapping stories with the twins will ease the mind.

Maal: Yesterday was the day of recovery. By the afternoon Ashe had released you from his care and you were once again back to your old that good or bad. During the walk back to The Thornhedge it dawns on you that Stormhunter and Stagdrake probably have some things waiting for you. You had requested from Stormhunter a brand made special of the sunburst of Kossuth. Stagdrake was going to make a style of quiver for your spears. Right now, however, food is the first thing on your mind. A bath perhaps might do some good too. The other items can wait until later. You get the quiver after lunch and check on the iron. To your disappointment it will be finished tomorrow. The rest of the day is uneventful.

You wake the next morning and it's still quiet as you head out for the morning jaunt.

Ragnar: Unleashing the focus of your mind felt great! Destroying the evil crystals in the Ring of Mists was invigorating! Finally there was some satisfaction in this victory. After having been beaten, enslaved, and bound by the chains of memory you got to fight back and loosen those bonds.

Dale: It's been three days since you've arrived and still you're stuck in the common room next to Sayer and the smelly dwarf. You've come to learn that Stinky, as you've named him, snores, burps, and farts louder than anyone you have heard before. Even Xorn, your frog companion, junps back into the pack when Stinky blows one off. Despite all of the hassles to your left, the discovery of the Ring of Mists has you overwhelmed with curiosity. This emergence seems to be something that you've waited for your whole life.

The triple shot of "dizzysap" as it is known has hit your head and belly hard. As you get up out of bed to go relieve yourself in the privy ol' stinky cuts loose with with another of his vile backside clouds. The smell lowers any defense that you have at keeping your stomach at rest. Without control and with little warning you thow what is left in your belly all over the dwarf. The dwarf in his deep slumber continues on sleeping not having noticed the mess you left him.


Maal Brengain, Ragnar, Laren, and Dale are sitting in the common room of the Thornhedge when Julius Hawkhaven enters. The councilman greets them, but notices that Jarmok is not present. He then talks briefly with Keltan and they send a runner out to find him immediately.

Jarmok is conversing with the wolves out in the wilderness. Althought he is in his humanoid form now, they recognize his scent. He apparently met them during a night-time excursion as a wolf.

Jarmok visits the Ring of Mists with Ashe(See the ICD: A New Day Dawns)

A wee bit later, back in his cabin, Jarmok answers a knock upon his front door. A runner has arrived from the Thornhedge with a messge: Julius requests Jarmok?s presence at the inn for an urgent matter. Jarmok makes his way to the inn and joins the group.

Julius explains that there has been an odd sighting south of the town, past the Overspan. Local folks have described a pack of "wolfy-rat things" wandering around the area. The party reacts with surprise. More rat-things? But are they rat-like or wolf-like? Which is it? And is this somehow related to Rawling?

Julius would like the Protectorate to investigate this matter. Jarmok immeadiately heads out the door with the rest of the party following along after they have collected their gear. Dale introduces himself to Laren as they walk along southward through the town. They have a brief discussion about Jarmok, who Dale also has never met before.

The party soon arrives at the Overspan. Jarmok searches for tracks away from the more heavily trafficked areas. He soon finds tracks: They are clawed quadrapedal foot-prints. Jarmok leads the party as he follows the tracks. He tries to determine the size of the creatures based on their foot-size. He finally announnces that these creatures are about as long as Laren is tall (but more massive in overall size).

The clawed tracks eventually lead the party back to the ruined cart and horse carcases. The carcases have been ravaged: everything is a disgusting rotting mess. The party continues to follow Jarmok back towards the cave. The tracks lead into and around the cave entrance. Here, Jarmok finds large booted tracks (bigger than Maal's sizable foot). There is a stinking, rotting stench here as well.

The party re-enters the cave (Dale is here for the first time) and follows the tunnel to the first chamber. All here looks exactly as it was when they last left.  All the skeletons are still here in the same positions. They invest the lone mining cart: it is empty. The group backs off and quietly discusses the next step: to wait for whatever or whovever owns the booted feet to return or investigate deeper.

Laren and Dale apply their sleep poison to a couple of bolts and the party advances to investigate deeper with a lit torch.

They arrive at the next chamber (where two parallel dead-end sets of tracks (with three mining carts) split off from the main line). The webs and spider carcase are still here. The bodies of the dead kobolds and troglodytes are ravaged and eaten. One mining cart still has a dead kobold in it. The other two carts remain empty.

They continue straight ahead towards the giant cavern leaving the left passage unexplored for the present. As the party enters the massive cavern, they hear growling, chomping, and munching from ahead. Their torchlight, however, is not strong enough to penetrate through the darkness to the opposite side of the cavern where the dead people were left hanging upon the walls by chains.

The adventurers can hear several growling beasts approaching in the darkness just beyond their torchlight. Suddenly they are attacked by six "wolf-rats", large wolfish creatures with rat tails and maws filled with razor sharp teeth.

The combat begins!

Laren hits with a poisoned arrow.
Dale misses with his crossbow.
Ragnar hits with a crossbow bolt.
Laren hits with another poisoned arrow.

Ragnar is attacked, but is missed as he dodges.
Maal Brengain strikes with her spear.
Dale switches weapons, dropping his crossbow.
Jarmok is missed twice, beating one wolf-rat back with his shield.
Ragnar uses a psionic Mind Thrust on his foe: the wolf-rat explodes, splashing everyone with gore.
Dale is bitten.
Jarmok growls as he attacks, but misses.
Laren is attacked: the wolf-rat scratches him and bites very deep [8!].

The wolf-rats are in a frenzy now [their ACs are +2].
Laren hits hard with a vengeance [crit]!
Ragnar tries another Mind Thrust, but it fails and his psionic energy is nearly spent now.

Dale, fed up with being scratched and chewed upon, finally throws caution to the wind and casts a Sleep spell. Yet, as he does so, he is attacked and hit twice! He manages to get the spell off successfully, though, and the four remaining wolf-rats fall asleep. All of the sleeping creatures are then slaughtered.

The party investigates a bit, but ultimately they retreat to town to recover. Laren and Dale go straight to Ashe's house for some treatment; Maal goes for a swim; and Jarmok returns to his cabin.

Duthash Zinnyas Syncath [9 May]

The party meets at the Thornhedge Inn. They return to the cave to find one set of fresh booted tracks leading away from the cave entrance and into the woods. They follow the tracks back into the cave and through the tunnels to the large chamber. The wolf-rat corpses are here, but, strangely enough, all seem to be missing their teeth and claws. The human corpses (still hanging on the wall) are missing their teeth as well.

The party continues forward into unexplored territory. The tunnel ends abruptly in a collapsed corridor. There does seem to be a slight breeze coming over the stones that are blocking the tunnel, but Jarmok finds no tracks or signs of recent passage.

They return to the chamber with three mining carts and the spider carcase. Here, they follow the left tunnel and find stairs climbing up. Jarmok searches the steps and finds recent large, clawed, bipedal footprints (troglodyte tracks).

Maal Brengain takes the dying torch from Ragnar as they advance up the stairs. There are thick webs blocking their way, so Maal thrusts the torch forward and burns them away, clearing the passage upward. At the top of the stairs they find a chamber. There are old mining tools here. Two doorways lead outside. Another doorway (to the left) leads to a chamber with a forge and some raw ore. The party follows the passages through another chamber which then connects back to the first chamber with the stairs.

They exit to the outdoors and briefly investigate the immediatley surrounding area. There is nothing of interest, so they return to the stairs and, after lighting a fresh torch, descend and exit the complex through the cave entrance in the cliff face.

Jarmok decides to investigate the tracks in the surrounding woods. Suddenly, he morphs into a wolf right before the eyes of the other Protectorate! Laren and Dale are shocked, but Maal (who has already seen this once before) shows no reaction and remains on guard, keeping a look-out over the area from the cave entrance.

Jarmok follows the scent of the tracks a short distance, but the tracks and the scent seems to mysteriously disappear - as though the one making the tracks actually left the ground entirely.  Hmmmmm... He suddenly howls - calling for help from any nearby wolves. Perhaps others will be able to indentify the scent, or somehow be able to follow it further.

Some familiar wolves show up. They are the same wolf pack that Jarmok met one night recently while in wolf form. Jarmok communicates with them, asking for help. Laren has now seen enough and departs abruptly, muttering to himself.

[Laren's story continues in "Laren's Nerves".]

Jarmok leads the wolves past Maal and into the cave. Ragnar and Dale follow in with a lit torch, while Maal remains outside on guard.

The alpha wolf investigates the tracks, following them into the woods and sniffing all about, but cannot seem to follow the scent any further than Jarmok. Jarmok and the wolves finally part ways and he morphs back to normal (he is very tired now, though).

The party slowly makes their way back to town. Jarmok needs to go home to rest for a bit, but wants to meet up again in the evening and return to the cave at dusk. He and Maal Brengain hope to catch the mysterious stranger in the act (whatever act that may be!).

As the party arrives back in the town:
Ragnar goes to the Stump looking for Laren.
Jarmok, Maal Brengain, and Dale find Julius and make their report.  They explain that there are still several human bodies in the caves that need to be removed and that there is a broken wagon with rotting horse corpses that should be cleaned up as well.

Jarmok then heads home to rest.
Dale heads to Ashe's to gather info. On the way, he visits Philip Stagdrake to purchase a baldric for his staff.
Maal Brengain heads to the Thornhedge for an ale and then skinny dips in the Fogveil to refresh herself.
Ragnar buys a lantern and oil at Mugs-n-Jugs before finally returning to the inn.

Later at sunset:
The party (including Laren) meets up again at the inn. The streets of the town are illuminated with torches as the Protectorate once again make their way south to the Overspan.

The party eventually arrives back at the cave entrance and are dismayed to discover that they are too late. Jarmok easily finds fresh tracks leading away from the cave and into the woods. Realizing that these tracks have only just been made minutes ago, he follows them off into the woods as fast as he can. The others follow him closely and soon they arrive at the edge of a cliff facing southward where the tracks disappear.

As they look out into the fading sky, they are shocked by what they see: a wyvern-like beast with legs flying away in distance. Jarmok has seen this before, back on the evening of Gorrish Arek Basque [23 April] [in Episode 1: A Cold Sythus Morning], however, Ragnar also recognizes the wyvern from his time in slavery. He responds unexpectedly, yelling, "Revenge!" and runs off into woods with the lantern. Jarmok follows him out of concern, but cannot catch up to his long-legged friend.

Maal Brengain and Laren are indifferent to Ragnar's reaction and resign themselves to walking back to the town in the dark, but Dale shocks them by casting a Light spell on the end of his staff. Maal is quite perplexed by this, but, in her usual manner, says nothing in response. They eventually arrive at the typically over-crowded Stump and are welcomed into the kitchen area in the back to drink in semi-private.

Meanwhile, Ragnar runs until his lantern has faded. Jarmok has followed him as closely as possible and finally catches up as Ragnar collapses from exhaustion.

Continued in:
Ragnar's Return
Kitchen o' the Stump[color=#444444:f555d330bb][/color]

Game Log / Episode 06: Bramblethorn
« on: September 20, 2005, 09:56:43 PM »
Episode 06
[Saturday 23 July 2005]

Cast of characters:
Dale: Blackspear
Maccabeus: Johan
Maal Brengain: fraz
Ragnar: Himo
Sayer: Phin
Sythus [Spring]
Valley Year 237
Duthash Albyr Aryor [6 May]

Maal: The morning wakes as do you. You look out the window and see that Threshold is shrouded in a thick mist the likes of which you?ve not seen since home. In typical fashion you kick off the covers and spring out of bed. Strapping on your gear you head out for your morning march. Heading outside you can see the shape of the temple across the way called The Alter of Virtue. You pass over the Rosewalk and head directly towards the Spike of Fire. Even through the fog you can see the flame burning ever-bright guiding you to the southern end of The Foot. Half way there you look up the hill and barely see the Circle of All. It stands there in a surreal white cloud singing of a primal majesty. You pass the ivy covered Shambled Tower and wonder what foolishness brought that crumbling down. You can see that it tells of an age gone by.

You get to the Spike and hear the muffled thunder of the spouting fire. On the pristine steel door you see the seal of Kossuth surrounded by the copper and gold leaves that are so thematic to this town. The seal is that of a sunburst within a three pointed star enveloped by another circle. A reflective calm comes over you and you begin to remember the comfort and security of your clan when you were very young. You look down to the mark on your hand and remember other times that you desperately try to forget. Gripping your shield tight you draw it close and realize that your hand is clenched around your spear turning your knuckles white. You turn and continue your guarding walk.

Having checked the rest of the town you now have but to patrol the road leading north across the Angelhawk. You get to the bridge and see two figures approaching. One is a large wolf and the other is a feral looking gnome. He reminds you of the night time tales of wolf folk in the Wildlands. Could he be one for real? The wolf fixes its? eyes on you snarls menacingly.

Maccabeus: You wake with a jump and wolf looks east with a deep growl of warning. Following the lead you curiously look out into the dark morning hours. Playing on the mist is the divine light of the moons. It is not yet dawn but quickly will be. In the distance you hear a wild howling in the distance. Wolf?s ears already perked, twitch a little and you see the fur on it?s back has risen up. With another ominous growl it gets up and stands in front of you as if to guard. You get up and stand next to it and put your hand on it?s thick neck to comfort. It looks to you and you say, ?I wonder what sort that was. Whatever it was you don?t like it do you? Well, it?s morning and there is no point in trying to get any rest. That to close for any sense of peace. Come, we?re almost there anyway. I?m not sure what we?ll find but we may as well have a look to see, eh? I hope the human tribes have no fear of you. You?ll probably be more fearful of them anyway?they?re so unpredictable?so say the clanfolk.? You then go into your ritual meditation dance to honor the ways of the living world.

Your dance done, you mount upon Wolf's back and grab hold of the thick for on the animal's nape for stability. You lean down to wolf?s ear and softly say, ?Soon there will be some rest. Now, let?s be off.?

You come upon cultivated fields and through the light mist you see some lights. You approach a collection of wooden structures close to a misty river. Somewhat reluctantly you draw closer to the dwellings. You see that they?re different than the earthen homes of the clanfolk but seem to give shelter nonetheless. As you get closer you hear a barking from up ahead and wolf rumbles with alarm. Quietly you whisper, ?Shh?they?ll be still once they see that you?re stronger.? Wolf quiets and continues on. The two of you approach the village to find it still at rest. Wolf looks to the riled dogs and bears his teeth and silences them. Ahead you see a wide bridge spanning the river. This is the river that your master shaman said that you should follow upon the side trail towards the mountains. Before you left she explained that the human tribes in this area are decent in their welcomes and have little fear towards folks of your sort. Hopefully she?s right. You pass over the span and continue up the broad trail. The trees quickly thicken with the mist and soon you see another small bridge ahead. Before moving further ahead you dismount. You look at Wolf and say, "Well, let's keep going." You come into closer view and you see standing at the bridge a tall individual with a spear and a shield. She looks like one of the clansfolk. Wolf starts to snarl?

Dale: Having arrived late to Threshold last night you take room and board at the first inn you see in the town. The idea of getting some extended rest is all too tempting. Since your parting talk with Lady Sondra in Sukys on Gorrish Gyth Arkus (April 28) more questions than answers have presented themselves. What does this Doctrine mean? Is it a warning of sorts or empty words? It was kept in secret so it must be important. Could it be a riddle? What did Valakai do that was so great and yet terrible. It seems that answers might be looser if Master Randiir were still here. At the very least a part of him lives on with your toad?odd as that may seem.

Having traveled far and away last year you avoided the strange illness that felled so many magic weavers. Lady Sondra would have met her doom were it not for your acquaintance, Xen K?Stalis, and his friend Deacon McTavish. They uncovered a secret that you now are pursuing?but to what end?

You rise out of bed in the common lodging where others are also starting to break their rest. Your nights sleep would have been better were it not for the old dwarf sleeping in the bed to your left. As you begin to get ready for the days events the dwarf gets out of bed with a cough and long, loud, dirty fart. He stands and scratches himself. You cast an annoyed look his way and he says, ?Sorry laddie if?n I at all bothered ya with me snoring last nite. I prob?ly kept everyone awake??. You cast a side glance over at the man getting out of the bed to your right. He seems to be everything the dwarf isn?t. He?s well groomed and has fine traveling clothes. He nods his hello.

Sayer: Life in the prestige of the noble born of Kurr has treated you well. Having been recognized as having certain gifts you made your place in the audiences of Corwyn Vallensun the Arch-Duke of Kurr. You have been an Oracle for a time in the service of the Duke and have come to be trusted as a speaker of insight to the ever elusive future.

A short time ago you did a series of readings that all turned out to be of ill omen. To get a finer insight you continued with the readings asking to where these events would reveal themselves. The Runestones revealed ?South?. Taking private council with the Duke you informed him what the runes hinted to. Duke Vallensun said, ?Hmm?the runes said that, eh? They speak some truth. In the first week of Duthash the garrisons that I?ve lent to the southern towns are withdrawing and returning home. There are rumors of mysterious shadows out in the wilds. Xanthakos may be rallying once again and we cannot take the chance of Kurr getting caught off guard. We must redeploy our troops. I cannot in good conscience leave Threshold without any sort of stead. So, I have decided that you will go to Threshold. Seek out Master Hawkhaven?he will be expecting you. I ask that you offer council to him. However, that is your charge and should be your decision. Sayer, I need you to be my eyes and ears while you?re there. Send word and reports to me of what is happening out there. This time of year Threshold is a prime location to gather such news. Many travelers from all over will be passing through on to the Valley?especially with the upcoming festivals. This needs be done Sayer, I?m trusting you.? The Duke gives you a bag of money and says, ?Here is a pouch of coins totaling a hundred crowns. That should cover expenses for a while along with any messenger fees. Be careful and alert as you always are?the axe could drop at any time.?

You arrived yesterday (Duthash Abyr Basque) but did not have an opportunity to speak with Julius. You?ve taken room at the Thornhedge Inn in the common quarters as that was all that was available. Your rest was marginal at best having been woken several times by a snoring dwarf. The man to your left seems to be somewhat annoyed that the dwarf is talking to him. He sends a glance your way as if to ask you to shut him up. You nod hello and continue to get dressed.

Ragner: For the first time in a few days you?ve slept peacefully. No Shadows haunted your dreams and no burning from the brands on your hands. ?Will they come for me?? you wonder. It seems as if these nightmares and marks would say that they are?but when? Driven by a more primal need you gather up and head for breakfast. Others are rousing out of their rooms to take their part of the morning meal. As you open the door to head downstairs three young children rush by you laughing as they?re playing a game of tag. You smile at their joy and remember back when you were their height. You would play the same game with other kids of your tribe. That was a time free from worry and pain. Both of those things seem to be a theme these days. Where did all of those good days go and will they ever return? Only time will tell.

You go to the feasting room and set for breakfast. You scan the room for familiar faces and see that some of the folk are looking at you with a dumb look of wonder on their faces. From across the room Keltan comes to you and says, ?Ragnar, what can I get for you this morning?? he leans in close to your large frame and whispers, ?Don?t let their rude stares bother you?they truly mean no harm. They?ve just never seen someone like you. Most of them are just passing through anyway?forget them.?

North of town Maccabeus greets the figure on the road ahead of him. "Hail." He says. "Good morning. Could you perhaps tell me where I might get some food?"

"Aye." Calls back a young woman, her accent clearly marking her as a wildlander. "Just yon there by the Mushroom o' the Stump." She directs the gnome.

"Thanks to you. My name, by the way, is Maccabeus."

"Maal." The wildlander replied.

Maccabeus approached the nearby building that Maal had indicated, but found it to be locked. "It appears to not yet be opened." He observed. "What time do they start?"

"Not open?" Surprise was clear in the young woman's voice. "Ahh, well, there's a'nuther place down th' street..." She began to give the gnome directions, but then appeared to think the better of it. "Hell," she says. "Jus' folla me; I'll guide ye there."

Maccabeus and Wolf fall in along side the woman as she leads them southward into the town.


Julius enters the Inn and approaches the table as he has in the past. ?Maal, Ragnar?, he says ?Ashe has told me that the boys are on their way to recovery once again. They send their greatest apologies for your trouble. On another matter, Getty Coryndar has informed me that his farm steward saw some strange men going into the thickets bordering his fields. He fears that they might be bandits hiding out. I told him that bandits wouldn?t make themselves so easily seen. Needless to say, he didn?t seem to care for my assessment of the situation. Regardless, could you go check it out? I sent a runner up to get Jarmok but he said that Jarmok was not there. He must be out hunting for the day. The bandits numbered about eight. The fields are in Little Threshold just north of here. Clearly it?s not wise to go search with just the two of you. I don?t see Hafaveraal anywhere either?do you know anyone else in town that might go with you??

As Julius is talking the door to the inn opens and an armored man walks in, ?Master Julius.?, he says. Julius turns around, ?Ah, captain. Getting an early start?? ?Aye that we are. The men are ready and these days of standing down has lowered their spirits. A good days walk towards home ought to liven their enthusiasm. As I said before, Threshold has become like a home to me and it?s not my choice to leave?but I have orders from Duke Vallensun to return to Kurr. You and the folk of Threshold have been very kind and receiving of us. We?ll miss you all. Here?s the key to the Fortmount.? The captain offers the key and Julius takes it. Julius puts his hand on his armored shoulder and says, ?Be careful on the journey north?I?m expecting that we will once again have speak over an ale. Travel well good friend.? At that the Captain turns and leaves. Through the windows you can see the garrison proceed past the inn. Several people get up from their meal to watch them leave.

Julius turns back around and says, ?Now where were we??

As Julius was talking with the Captain, Dale, Ragnar, and Sayer all arrived at the only open table the Thornhedge had to offer: Maal's.

"Ahh, yes," Julius continued. "I was asking, Maal if you knew of any others in the town that might be able to help you investigate these "bandits". He looked expectantly at Maal.

Maal introduces the new folk, Dale and Maccabeus to Julius. Julius, much to Mac's surprise greets wolf gently and ably.
Sayer intros himself to Julius and they talk.
Dale talks with Julius.

Maal suggests that Maccabeus, Dale, and Sayer accompany her and Ragnar. The three new-comers have no objections.
Dale works out some details with Julius privately and Maccabeus and Sayer agree to join as well.

Dale goes to collect his equipment.
Sayer throws his seer-stones and makes a reading as the others look on in bewilderment.
Leave and head north to the village of Little Threshhold.

The party soon finds the farm and talks to Jared MacDougal to get the whole story:
Several armed (but not necessarily armored) men were seen going to and fro around the tree line on the edge of the farmland. This is apparently cause for concern because it is unusual.

Investigate the area where MacDougal has indicated. Wolf finds tracks and they follow them to the edge of the woods and along the trees? border.

The marching order is thus:
Maccabeus & wolf

At length, the party comes upon a tall, broad bramble that has been obviously damaged and is ailing. Instead of vibrant new greenery, the plant seems oddly gray and colorless. The leaves and fronds also appear to be extremely delicate, disintegrating at the merest touch.

There appears to be a tunnel leading into the bramble, and there is strange ash-like sand upon the ground.

Taken aback somewhat, the party stops and scans the area. Maccabeus kneels next to the ailing bush and begins making raspy, whispering sounds. The other companions look on in surprise while Maccabeus talks with the bramble.

After a brief conversation, Maccabeus reports that the bramble is sick and dying as a result of a presence within the tunnel.

Sayer throws his stones and makes a silent reading.

Although wolf takes some convincing, he eventually accompanies the companions into the tunnel.

As Maal passes by Sayer the seer grabs the wildlander?s arm and whispers to her: "Red among the green. Watch for it," he says. [+2 insight bonus on a die roll of Maal's choice].

The floor of the tunnel appears to be carpeted with strange ash-like sand that, combined with the dull-gray leaves and fronds creates the impression that the tunnel was burned into the living shrubbery, leaving ash and cinder behind.

The party follows the path; as they penetrate deeper into the bramble the ash upon the ground gets thicker. The plant, in the manner as it was outside of the tunnel is fragile and turns to dust at the slightest disturbance.

They follow the path to a three-way fork. Right and left seem to open into chambers with pools.
Sayer throws stones: he announces that straight ahead looks favorable. The companions take Sayer?s suggestion and proceeds straight ahead. The path gradually turns to the right and finally opens up to about 15' wide, affording the party to move a little more comfortably.

Maccabeus suddenly spots a living vine moving towards them in a threatening manner. Unsure of what this is, the gnome casts Entanglement, and the vines and plants attack each other. However, the vines are so brittle and fragile that their own movement causes them to disintegrate, filling the tunnel with ash and dust, choking the companions within and forcing them to withdraw a ways, coughing all while.

Maccabeus backs up [but fails his fort save] and begins coughing uncontrollably.
Dale fails save and begins coughing uncontrollably.
Sayer fails save and begins coughing uncontrollably.
Dale fails again and his eyes start burning and tearing.

Sayer, stationed at the rear of the party, detects something approaching from behind. Trying to call a warning to the others in the group, he coughs repeatedly, finally getting Maal's attention. Maal turns to see a strange humanoid approaching. This creature has grey-skin, fangs for teeth, and pupiless eyes. It is dripping with wet, blackish liquid and wields a sword.

Without hesitation, Maal steps around Sayer and lets fly her spear which kills the humanoid upon impact.

The party crowds around to investigate the kill. The humanoid wears a medallion which Maal picks up. Upon contace, she is aware of a strange tingling sensation in her hand and she drops the item immediately. Maccabeus then touches it and experiences the same sensation; he, like Maal, drops the medallion.
Dale, recovered from his asphyxiation, picks it up quickly and deposits it into his pouch.
Ragnar takes the creature?s scimitar.

The party follows the creatures wet tracks back to one of the pools and investigate.
The pool is dark and still; what they at first think is a thick sludgy oil turns out to be just an odorless, ash-darkened water. Dale thrusts staff into pool - no effect. Ragnar lights a torch and touches it to the liquid - it sizzles, but there is no other effect.

Exit this ?chamber? and investigate the other pool. This one is bubbling slightly, causing the companions to wonder is there isn?t something alive beneath the surface (theorize: perhaps the other pool is not bubbling because what was under it came out an attacked us; this creature must still be under there!)

Ragnar fires a crossbow bolt into the pool, but nothing seems to happen. (Reevaluate our theory: perhaps the bubbles are from incoming liquid below the surface?)

The companions decide to exit and advance again to the wide passage where they fought the strange creature. They pass the body of the downed creature, which is degenerating quickly into ash! Continue onward past a passage on the right, and continue straight until they come to another intersection. Take right passage

As they move onward, the party begins to hear strange chanting from up ahead. They approach quietly, finding that the passage opens up into a small glen and peak into the widened area ahead They see a stone circle in the center of the large area. There are humanoid figures moving about within the circle of stones.

Back off and discuss briefly. They decide that before any encounter should take place, they should first investigate that last via encountered in the passage behind them, that way, they will be assured that there are no additional creatures to flank them. They investigate other side passage which leads to a room in which another pool is there bubbling.

Discuss further. There was one additional unexplored passage. Retrace to previous intersection and follow passage back to find another pool room. More bubbling in the pool (apparently all the pools bubble except for the first one). There is no exit passage here. However there is only five feet of plant-wall between this and the stone circle room next door

[listen and spot checks all around! initiatives! reflex checks!]

Another creature, similar to the first that Maal killed, rises silently from the pool and fires some spikes from it's arm at the party!! Everyone manages to avoid the flying spikes. Ragnar Mind Thrusts the creature - there is a momentary black out and a beam then shoots out from Ragnar's forehead and kills the creature, who's head erupts! The creature falls back into the pool, dead.

Discuss a plan of attack
Maccabeus circles around and rides Wolf into the chamber. He approaches one of the standing stones and investigates it, noting that there are markings on its surface (the water symbol)
Maccabeus wanders closer and sees another standing stone in the center of the circle (this one rising more than thirty feet into the air. He can make out at least three or four creatures in the circle
There is another bull's head symbol on the center stone (exactly like the one that Dale picked up earlier only larger).
Maccabeus investigates another of the standing stone. This one has the symbol of earth upon its surface
The humanoids seem too busy worshipping and chanting to take notice of him at all
Maccabeus approaches from the other side of the wall to communicate with the rest of the party

discuss attack plan

Sayer: casts his stones upon the floor of the chamber that they are in and speaks: "Earth and Water, Fire and Air, Trap the serpent in his lair". [+2 on a die roll of your choosing bestowed upon each member of the party]

The party walks around to the chamber entrance. after entering, they spread out, surrounding the center without resistance (the acolytes continue their ritual)

Maccabeus casts Shillelagh while Dale casts Sleep - two of the creatures fall affected. a cloud of ash goes up as they fall to the floor

Dale fires his crossbow and kills one. The remaining creatures finally turn and react
Ragnar mind thrusts - the creatures head explodes!
Maccabeus charges in on wolfback and attacks: he whacks one creature in the face with the magical staff, crushing it's face
Ragnar is struck by a scimitar wielding foe
Maccabeus is struck by several forearm spikes
Maal charges forward and throws her spear - hitting Ragnar's opponent (the only remaining foe).
Dale approaches one of the sleeping creatures and clubs it to death
Maccabeus and wolf are missed.
Ragnar attacks the opponent that fired the spikes at Maccabeus - [crit!] he destroys it!
Maccabeus kills the final sleeping creature.

The party soon finds that there is a bull's head figure on each side of the center stone. There is also a black, glowing gem embedded in each bull's head. The bull's heads are all removed and it is discovered that they were covering up the four elemental symbols of earth, fire, air, and water.

Maal grabs a nearby scimitar and tries to bash one of the black gems, hoping to destroy it. She is successful; the black gem shatters, but a wave of evil energy is suddenly released and hits her dead on [-7 CON]. She collapses and pukes

Ragnar destroys the remaining bull's heads by hurling them against one of the standing stones

Maal pukes again. She sits down to rest as Dale investigates the circle o' stones

Maal retrieves her spear and Ragnar recovers his spent bolt, after which the party makes their way back out of the bramble maze. They check the pools on the way - all of the bubbling pools are still bubbling (except for the first one, which was never bubbling).
The party finally exits the bramble maze and makes their way back to the large barn at Coryndar Fields

Pick this story up in the following threads:
A Dusty Return
Ragnar?s Report
By the Light of The Emerald Moon
Ashes to Ashe?s

In Character Discussions / Waiting for Kyle
« on: September 19, 2005, 10:45:04 PM »
Duthash Zinnyas Voldyn [7 May]

This takes place after Maal Brengain leaves Ashe at the Thornhedge Inn in "Aftermath".]

After going for a brief swim in the Fogveil, Maal Brengain dresses, grabs her spear and shield, and makes her way back through the busy streets to the Rosewalk. She crosses the bridge onto the Foot and begins heading towards Philip Stagdrake's leather shop, but suddenly hesitates...

She wants to talk to Kyle, not Philip. How will she get the young man away from his father without Philip knowing? Maal alters her stride and instead walks to the Cliffside Inn across the road from the leather shoppe. This could work. I could jus' get meself sumthin' ta drink 'ere an' wait fer Kyle ta hopefully come out or maybe pass by.

Maal makes her way through the heavy traffic to the front door of the inn and enters, seeking to quench her thirst...

In Character Discussions / Kitchen o' the Stump
« on: September 18, 2005, 04:38:23 PM »
Duthash Zinnyas Syncath [9 May]
Evening at the Mushroom o' the Stump

This would take place after Maal Brengain, Laren and Dale have settled down for their evening meal and drinks in the semi-private back room/kitchen of the Stump, following their sighting of the wyvern-creature flying away into the distance towards the Valley of the Mist.

After taking another long pull from her tankard of ale, Maal Brengain looks sidelong over at Dale.  "Ye still sleepin' in th' comm'n room o're at th' inn, Dale?  With tha' stinky dwarf?"  The wildlander's compact mouth is serious (she very rarely smiles), but Laren and Dale notice an odd, almost playful, gleam in her eye.

Game Log / Episode 04: The Hunt
« on: September 10, 2005, 01:03:22 AM »
Episode 04
The Hunt

[Saturday 09 July 05]
[modified by fraz on 16 Sep 05]

Cast of characters:
Hafaeveraal: Phin
Jarmok: Johan
Maal Brengain: fraz
Ragnar: Rob C.

Sythus [Spring]
Valley Year 237
Duthash Albyr Basque [05 May]

Jarmok: Slowly you creep upon the amber colored deer. You move in deliberate steps quietly and aware of all that is around you. The hunger for blood and flesh burns within you. Trickling down are a few feeble tears of blue and green light that do manage to break through the canopy of leaves above you. Everything seems fantastically surreal as if it were a dream.

Slowly you move forward never taking you eyes off of your prey. The deer looks to your direction and you stop and stand as still as a statue. Reluctantly the deer goes back to eating the feyberries off the bush. Again you move slowly ever forward.

The hunger?the need to feed?the sudden flash of a taskmasters whip?the moon light?the blood pouring over your eyes?the deer?the rope around your neck?the death leap towards the deer?the bloodied gauntlet cracking your jaw?the pain?the blood?the hunger.

You wake just before daybreak lying in the cleared area behind your cabin. A sheet of mist hangs above the clearing and the smell of blooming flowers laces the air. A torn carcass of a deer is just a bit away from you and is being feasted on by a flock of ravens. As you begin to get up you notice that you hands are caked with dried blood. You brush your hands off and move to clear your face from dirt. The fine hair on your face is stiff and clumped. You realize that it?s not dirt on your face but rather dried blood. In the midst of its? feasting one of the ravens looks at you and screams its? harsh cry almost as if to thank you for breakfast. You are uncomfortably full but very thirsty.

You get a long drink and wash up. Afterwards, you take your morning walk checking to see if everything is alright. Along the way you see that people, visitors and residents alike, are starting their day. Soon the overfull feeling you had upon waking has relaxed and you again start to feel usual. After you get home you relax a bit and then go to the large bronzewood and goldleaf moon clock. The moons on the clock move with everyday and somehow indicate each moon in its? proper light. After studying the beautifully crafted clock you here a knock at the door. You go to the door and there again is Keltan?s page, Daniel. ?Um, Jarmok sir, Julius has asked for you at the Thornhedge.?    

Maal: You wake to a neighboring rooster singing out it?s morning song. You roust out of bed and stretch your muscles from their sleep. The routine of the day has become comfortable for you and you find that it?s nice to have a place once again where you can just really be who you are. Threshold might be a place you could settle in?that is if and when you?re ready to settle. There is no past here that haunts you. It does not, however, shield you from earlier times. If by happenstance you should return to your Homeland what would you find? Would there be amends? Would the War and rumors of war have melted away? Would you see your family again? Home seems so distant and yet too close.

You descend the stairs and see Keltan and the Inn help preparing for the morning onslaught of patrons and other traveling folk. The door opens and you see a young commonly dressed woman enter and approach Keltan. Keltan turns and says, ?Ah, Amaryl?right on time as usual. Did your mother send anything special this day??. Amyl smiles and replies, ?Sir Keltan, I thought every loaf she sent was special to you. I would guess that you mean exceptional, yes? Well, as a matter of fact, she did. You must understand though that it is mealtime bread for it has a bit of special yeast that gets you feeling a bit?happy.? Their conversation continues as they go into the kitchen.

A serving girl comes to ask what you would like for the morning meal. You request, and she goes to fetch. The door opens again and you see Philip Stagdrake enter and he nervously looks about and spots you. He swiftly approaches you and says, ?Maal, Kyle never came home last night??

Ragnar: Inexplicably, the brands on your hands started to itch and hurt. It?s impossible to get back to sleep. You pace around your room confused and bothered. ?What have I ever done that was so bad to deserve this mark of evil??, you think to yourself. ?I?m in this far away town, I don?t know anyone, and I?m not sure if I can trust these people that I?m with.? You shout in your head. Your teeth grind with frustration at so little knowledge of this strange place. You take the leather wrapping off of your hand and look at the dark symbol. It ever stares back at you?this eye never closes. In a fit of rage you grab the unlit lantern at your bedside with your mind and hurl it at the window. It smashes through the glass and for a split second you feel some relief. However, it isn?t enough. Would vengeance offer some release? Who knows?

You cover the brands on your hands. The brands make you no less than who you are but they have changed you and you wonder if you?ll ever be the same as you were before them.
You go over to look at the damage of the window and see that Kossuth has yet to break over the east wall. The mist from the Fogveil stretches from house to house and tree to tree. As you look through the widow you see a shrouded figure crossing Angelhawk Bridge through the mist and into town. Your hands itch and pulse a little more and you decide that it?s time to get something for breakfast.

Hafaveraal: The nights you?ve nights spent at the Thornhedge in the common room have given you some amusement. The people that stay there have been wary of your look and they do all that they can not to stare. This particular morning as you stir in the morning hours you see a small dark haired boy at the end of your bed standing in his bed clothes just looking at you. You sit up and look back. After scratching the morning crust from your eyes the boy innocently waves at you and quietly says, ?My name is Joshua. What?s yours?? with a stretch and a yawn you say, ?Hafaveraal.? The boy giggles, ?That?s a funny name! How did you get those stripes on you?? just before you answer you see a woman come over and grab Joshua by the hand and she says to him, ?Come Josh. Let the man be. He?s just getting up.? She looks at you and says, ?Sorry to disturb you sir. He?s just curious. He likes your patterns.? She whisks the boy off to bed. Smelling the morning?s cooking you become painfully aware that you are ravenous. Your stomach gurgles and groans as if on cue and you bound downstairs and see Ragnar and Maal eating breakfast.  After having spilled blood with these two before you decide that they would make good company for the morning meal.

Group Conversation:
Maal, Ragnar, Hafaveraal, and Jarmok: you?re all sitting at a table in the Thornhedge and Julius, Garret, and an armed man enter. Keltan greets them and  escorts them to your table. Julius looks at each of you and nods. ?Jarmok, Maal, and Ragnar, good morning. This man here is Captain Tuskegee. He is in charge of the guard at the Fortmount. He has informed me that today is there last day here and they?ll be leaving tomorrow.? Captain Tuskegee nods and says, ?Threshold and the Tri-State of Vychia are grateful for the help that you?re giving. These are uncertain days upon us and my Field Marshall has called my garrison back to Kurr. I wish you all well.? He turns to face Julius and continues, ?Julius, if you?ll excuse me I must get back to the Fortmount to finalize preparations for our journey.? Julius says, ?Please Captain, be on your way.? At that Captain Tuskegee turns and exits the inn.

Julius and Garret sit at the table. Julius turns to Garret and motions his hand to the table, ?Garret, if you will??. Garret clears his throat and begins, ?Okay, Just so you know, Laren and Kit are not kidnapped. Laren had some personal business to take care of and Kit went with him. Odds are, if everything goes well the two of them will return in a little while. Well, that?s basically it. I didn?t want you guys to worry.?

Julius looks around and says in softer tones, ?Now, there are other things to be concerned about. The three boys, Fergus, William, and Kyle are again missing. Well, at least they didn?t come home last night according to their parents. Philip believes they were planning vengeance. This is of course a bit dim on the kids part. Apparently anger knows no bounds. Here is a sketch of the man Rawling as he was described by the boys. Now, the boys said that his hideout was on The Foot which you have explored to some part. They also said that they were attacked on the road just south of here. Other than those two locations he was not seen anywhere else according to them. These are the only two leads that have been given.
On another matter, the people that survived the attack from the trogs are recovering well. They?re still shaken and weak but Ashe?s good hands are looking after them. There is still the matter of the dead family in the old mine. Their recovery is important but not as important as getting back the living, if you take my meaning.
Also, a priest has come to claim the charge of The Temple of Shadows. His name is Severen. He claims that he is not an agent of Xanthakos. This doesn?t mean that he?s not dangerous it just means that he is not a spy. I?m not sure if I believe him but it is not mine to refuse his entry into the Temple as Threshold is open to those that wish to honor their deities. Still, Severen must be kept account of.
I have recently received word form the other council members and they will be arriving within the next two weeks?with other priests. Any questions??

The party makes plans and quickly leaves for the Foot to investigate

Soon at the Foot:
investigate first tunnel entrance
Jarmok finds new human-sized booted tracks

Ragnar stays behind to guard this entrance while Jarmok, Maal and Haf continue on to the next entrance

Jarmok finds a hole in the cliff partially blocked by rocks
Jarmok will sneak in to investigate while Maal and Haf guard entrance

Jarmok sneaks in and finds a table in a room
he finds a scroll hidden in a niche
Jarmok peaks up steep stairs
there are many tracks on the dusty stairs and floor

Jarmok exits and updates the party

party rejoins Ragnar and discusses plan:

Jarmok and Ragnar sneak in thru first entrance while Maal and Haf guard second entrance
Jarmok and Ragnar descend to the room with the door
the rats that the party battled last time are slashed and messed up
there are fresh unlit candles
they both listen at the door, but hear nothing
light Ragnar's torch
there are many booted tracks here

they pass through door and down stairs
debri litters the room
signs of recent activity can be seen in the thick dust
signs of sparring combat (as opposed to real combat) indicated by broken sticks

they follow hallway which turns east
it is confirmed: the tunnels from the first and second entrances link
Jarmok and Ragnar exit


party leaves and heads north-east through town (this is where the teens said they first met Rawling)
they follow the road out of town

Jarmok picks up the kid's tracks again out of town

ask travellers if they've seen kids or Rawling
no-one has
continue vigilent tracking for another half mile
Jarmok follows some questionable tracks
he then finds a nick in a tree (from a blade)

tracks lead to run-down cabin
Jarmok approaches stealthily
Jarmok looks into the left window and sees a table with debri
there are three kids tied up unconscious and wounded

Jarmok returns and updates the party
after much debate [and player flip-flopping] Ragnar opens the door mentally [with his so-far unrevealed psi-power]
the party charges forward!
there are three giant rats in room which attack immediately upon entry

Ragnar charges in and slices a rat [dead]
Maal charges in screaming - misses
Haf also moves into the cabin through the front while Jarmok moves around to the rear of the building  
Rawling is here on the far side of the room!
he throws a lit lantern onto the floor
the lantern shatters and explodes and the cabin bursts into flames!

Haf moves to the kids
Jarmok gets to rear of cabin

Ragnar grabs a kid and heads towards the exit
Maal flings spear at Rawling (who is fleeing to another door) but misses
Maal follows jumping over the flames as Rawling exits through the door
Haf grabs two kids by ropes [looping rope around them?] and drags them towards door

Ragnar makes it out with the first kid
Maal enters a storage room, but Rawling has disappeared
she sees a rat tail disappearing into a hole in the corner of the pantry
the hole is too small and she cannot follow, so she exits the room to see the fire quickly spreading (retrieving her spear in the process)
Haf drags the two kids carefully out through the door
Haf joins Ragnar outside with the three kids

Maal smashes a window with her shield and dives out, clumsily scraping her legs on the broken glass
Maal: "Where's Jarmok?  Rawling has disappeared into a hole!  He's escaping!"

Jarmok, who is still behind the cabin, sees the grass moving and sees a huge black rat fleeing into the woods
He chases the rat into the nearby woods
but Rawling the rat is very fast and is outdistancing him!

Maal runs around house looking for exit hole
she sees Jarmok running into the woods
he is running on all fours and she is shocked to she him transforming into the shape of a wolf!
she notices that there is a burrow at the base of the house here and determines that Rawling the rat must have exited and that Jarmok must be chasing him
she quickly decides to follow

Jarmok the wolf gains on Rawling the rat and pounces on him!
Jarmok hits and succeeds in tripping up the rat
the rat stands on his hind legs and morphs into a hybrid rat-man (wearing shield, leather armor and longsword)
Jarmok attacks!

Maal loses sight of them, but continues to follow them on their last heading, and closing in on their position as they continue to battle

Ragnar and Haf untie the kids and move away from the burning house
Ragnar uses his healing skill on the kids to treat and bind their wounds

Jarmok and Rawling fight
Jarmok hits

Rawling seems to be healing (regenerating!) as fast as he is hurt by Jarmok's attacks
Maal closes in

Ragnar continues to treat the kids with Haf's helps
the house is a great big fireball now and they make sure to move a safe distance away

Jarmok tries to grapple Rawling, but fails
Maal makes visual contact [uses full move to charge in]

Ragnar treats the last kid while Haf stands guard

Jarmok morphs back into human form and quickly attacks!
Maal charges in screaming, but misses
Jarmok hits and does damage with his axe

Maal hits, but her weapon seems to have no effect
Jarmok finally splits Rawling open with the axe!
Rawling changes to human form and begs for his life, but Jarmok will have none of it and swiftly chops his head off!

Jarmok sits and rests
Jarmok and Maal collect Rawling's loot

4 gems
longsword (Maal)
2 daggers
fork spoon and knife (later given to Julius)

53 cp
42 sp
34 gp
5 pp

Jarmok and Maal head back to the burning house

Ragnar is finished and is ready to leave
they all head back to town with the kids

Jarmok heads to the council house
he meets Julius outside and shows him the head which he is carrying in a bag
he also gives the utensils to Julius

Maal, Ragnar and Haf escort the kids to Ashe's house
Ragnar runs ahead to warn Ashe of the incoming patients
Ashe prepares
The kids are dropped off and Maal and Haf head to the Stump for some ale
Ragnar stays at Ashe's to watch over the kids[color=#444444:7025948fe8][/color][color=#444444:7025948fe8][/color][color=#444444:7025948fe8][/color]

General Info / Threshold map
« on: June 25, 2005, 12:34:34 AM »
Hi gang,

I have finally posted Wildfire's map of Threshold here on

Sorry it took so long!

General Info / Days and Months of Year
« on: June 12, 2005, 06:24:25 PM »
Flannish days of the week:
Starday - work
Sunday - work
Moonday - work
Godsday - worship
Waterday - work
Earthday - work
Freeday - rest

The Dozenmonth of the moon and the four Festivals:

 - Needfest

Fireseek (January)
Readying (Februrary)
Coldeven (March)

 - Growfest

Planting (April)
Flocktime (May)
Wealsun (June)

 - Richfest

Reaping (July)
Goodmonth (August)
Harvester (September)

 - Brewfest

Patchwall (October)
Ready'reat (November)
Sunsebb (December)

1 year = 12 months
1 month = 28 days

In Character Discussions / Erin & Garbh?n at the horse corral
« on: June 06, 2005, 01:07:04 PM »
07 Goodmonth (Aug) 591: Evening (just before beachstock):

Erinalia crosses the beach of base-camp, padding across the fine sand in her bare feet, heading towards the horse corral.  As she approaches, she notices Garbh?n nearby tending to his mount.

Laying aside her engraved staff, Erin produces some apple chunks, which she saved from the mess hall earlier, and begins feeding the horses little treats as she strokes their manes and noses.  She also talks to the various horses in low, soft whispers, barely audible to the folk working in the area, while moving gradually from one to the next.

As Erin moves closer to Garbh?n and his horse, Garbh?n notices her glancing over at them.  They never seem to make eye contact, though, and Erin seems to hesitate as she approaches...

In Character Discussions / Maal goes shoppin' fer weapons
« on: May 30, 2005, 12:34:42 PM »
Duthash Albyr Syncath [May 3rd]: Morning:

Maal Brengain approaches Keltan in the common room of the Thornhedge Inn.  As always, she carries her spear and shield with her.  Her blood-stained antlers dangle from the belt around her hips.

"Hail, Keltan!  I'm innerested in buyin' a few spears...  Is Darius Grogan the only weaponsmith in town?  What's 'e like?  Do ye know if 'e makes good weap'ns?"

Out of Character Discussions / Threshold on update
« on: May 28, 2005, 11:08:20 PM »
Just so y'all know.  I have posted copies of sessions one and two on


Gorrish Gyth Aryor [30 April]:

Jarmok approaches Maal on the edge of Threshold: "Go hunting? Look for Rat-Man...Raw-ling?"
At Jarmok's approach Maal halts her patrol of Threshold's outskirts and leans casually on her spear. "Yes... We should. I wonder if he is outside of the town. Or maybe he's hiding somewhere behind that door down in the tunnels..."
Jarmok crouches and looks up and down the street.  "Start at door."
Maal nods silently in agreement.
Maal watches with mild curiousity as Jarmok moves off without another word and disappears quickly, yet silently, into the nearby woods.

General Info / Maps of Mahiya
« on: May 22, 2005, 03:12:05 PM »
Wildfire's beautifully drawn maps of the world of Mahiya have been posted at the following address:


General Info / Elsenban Calendar
« on: May 22, 2005, 01:43:46 PM »
I have endeavored to post the information as accurately as possible here.  I was not able to display the charts/tables in the same fashion as they are shown on, but I think it will suffice.  Hope this fills the bill!

General Info / Elsenban Calendar
« on: May 22, 2005, 01:43:46 PM »
The calendar of Elsenban has roots that date back since civilization began. Many of the meanings and origins of the names have been lost over the years and are known by only the rarest of old scholars and dragons. The informal name of any day is simply the name of the week matched with the day of that week. For example, Gyth (name of the week) Aryor (name of the day in the week). A more formal name of the day would prefix the name of the month. For instance, Surzyn (name of the month) Gith Aryor. Perhaps an even more formal and complete name of the day would have the name of the season as the first in the series of day names. So, the holiday of Convergance would take place on Venric Surzyn Gith Aryor. In English this would translate to "the winter month of march on the sixth day of the fifth week". This of course is a loose translation but it effectively equates the meaning.

It is known by all that the length of the year is dictated by the moons (elemental deities) and the seasons. Kossuth's (deity/moon of fire) cycle is the standard by which a day is measured. It is always full. Akadi's (deity/moon of air) cycle determines the length of the month. It is full on the day of Gyth Aryor (the 30th of every month) and is perfectly new at the zenith (noon) of Dracum Syncath. Istisha's (deity/moon of water) waxing and waning marks the seasons. It is full at the end of the season (last month of the season on Gyth Aryor) and is perfectly new on the mid month of the season at the zenith of Dracum Syncath. Grumbar's (deity/moon of earth) cycle is an entire year. It is perfectly new at midnight on Verindock Gyth Aryor and is full on Surzyn Gyth Aryor (the holiday of "Convergance" ). This lunar machine is nearly unwavering in it's movements. On very rare occasions the deity will adjust its' path briefly and return to it's regular cycle. It is unknown as to why this divergence will happen. There is speculation that the deity is in some way exercising its' influence on the land. It is also widely accepted by most that the deities/moons move in these cycles so as to reflect how there influence is felt on the land.

The Six Days of the Week:

The Five Weeks of the Month:

Seasons and Months:

Sythus (Spring)
Gorrish (April)
Duthash (May)
Qwydeon (June)

Brak (Summer)
Orlitin (July)
Pimurz (August)
Queltoin (September)

Rynnyx (Autumn)
Verindock (October)
Infigar (November)
Criquwin (December)

Venric (Winter)
Malborrin (January)
Dothorwyn (February)
Surzyn (March)

Month + Week + Day = Day of the Year
Example: October 18th = Verindock Dracum Aryor

Bloombring: Gorrish Albyr Voldyn (April 1)
Festival of Dragons: Gorrish Dracum Syncath (April 15)
Day of the Valley: Qwydeon Zinnyas Basque (June 11)
Pyrstice: Orlitin Albyr Voldyn (July 1)
Festival of the Horn: Queltoin Gyth Fehy (September 26)
Harvestide: Verindock Albyr Voldyn (October 1)
Festival of Trees: Verindock Arek Aryor (October 24)
Eve of Shadow Blood: Criquin Alber Fehy (December 2)
Windsweep: Malborrin Albyr Voldyn (January 1)
Day of Heroes: Dothorwyn Arek Arkus (February 22)
Convergance: Surzyn Gyth Aryor (March 30)

Moon Cycles:
Kossuth - Fire   (Day = 24 hrs; 12 hrs/light)
Akadi - Air (Month = 30 days)
Istisha - Water (Season = 3 months)
Grumbar - Earth (Year = 12 mths; 4 seasons)

Properly displayed charts and tables can be viewed at this link:

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