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That all looks good to me, apart from one small detail - I think Mennon was with Ivrian[e]'s pseudo-father when he/she stepped sideways.

EDIT: removed bits covered in your in-progress AAR you emailed us.

The start of the adventure saw our heroes at Thundering Vale determined that the baby shape-changer living in their midst be given to a geist, possibly as a sacrifice. (See previous post-action reports.)

The three consulted Greymane Lodge's preeminent summoner, the Speaker to Stones & Streams, for advice on an appropriate geist. He offered a sharpened knife for the purpose of the murder err.. sacrifice but not much else in the way of help or advice. The three decided that, given historical events, the geist of the forest could probably best use some mana from a sacrifice so off they went to collect the baby and visit the temple of the forest.

[It was at about this time that our heroes noted the absence Akhaimanon, the young street lad who had followed them home from their trip to Thekla (last episode). Everyone figured he'd most likely taken off to see Valina, the nearby port city, to see what opportunities could be found there.]

At the temple, our heroes consumed the appropriate drugs and the geist showed up (they think) and agreed to send the child to a safe place in return for three favors from each of them. Seeing no better option before them, they agreed and the bonking err.. favors were performed on the nights of the next full moon and the full moon after that.

The following full moon saw the inhabitants of the Vale celebrate the festival of Thundering Vale with associated sporting events and parties. A couple of thousand blow-ins arrived from out of town including a group with obvious wealth and import judging from the massive amount of stuff they had brought with them. Our heroes sauntered down to take a look at this tent and Fiaofasmon thought to detect a scent similar to that of Ivrian[e], the other shape-changer they brought back to the Vale after a trip out of town (a couple of episodes back). The scent belonged to a middle aged male retainer who turned out to be Ivrian[e]'s pseudo-father.

A number of sporting events took place; Mennon scored a first in the wresting and placed in two other events. Mennon scored much kudos and a new tattoo for such an outstanding performance.

Fiaofasmon reported the facts about the strangers to the rest of the party. The party paid their respects to the visitors and extended a supper invitation to the bloke in charge, Inkeman Aretos, at one of the pavilions that night. Ivrian[e] was troubled by the fact that a relative had shown up in town and thought it best to avoid the group of visitors altogether.

Over supper, a couple of things became apparent: this guy did not appear to be a blood relative of Ivrian[e] and he was obviously lying about his reason for visiting the Vale. The stated reason was to research his family history in regard to a female relative, our heroes felt it more likely he was here to find a missing female relative, Ivrian[e], and drag her home. Supper ended in the usual manner and everyone headed back to their lodgings.

Mennon sought out Ivrian[e] only to find his/her pseudo-father (now appearing as a woman) trying to negotiate her way past the Greymane doorman with a letter. Mennon offered to deliver the letter but was turned down. Mennon finds Ivrian[e] packing a swag with the intention of hiding into the forest until her relatives leave. Mennon provided advice on the best hiding place and, after waiting a few minutes, followed Ivrian[e] into the forest. Sure enough, Ivrian[e] had fallen into an ambush not far into the woods, having been attacked by two Melankreuthes (the Polemarkh's spies appointed to keep watch over the dynastai) who had come to the Vale with the group of visitors. Using nothing but his fists and feet, Mennon made short work of the two victims and instructed Ivrian[e] to seek shelter on an island in the Cloud Lynx River, the island also houses the temple to geist the of the river. Mennon left the two would be assailants hanging in their own net from a tree branch and headed back to the village to confront Inkeman Aretos over the conduct of his people.

Gestar and Fiaofasmon followed Ivrian[e]'s pseudo-father to a tavern in the town where, after making him/her-self look more obtainable, she sets about trying to turn back into a man (by having sex with one). Gestar decides he's the man for the job but is snubbed.

Our heroes banded together and confronted Inkeman Aretos concerning the fact that two of his entourage attacked Ivrian[e] and a third was seen looking for her. Inkeman is as surprised as anyone to discover that two of his employees (and potentially a third) worked for the Polemarkh and ordered that the two spies be dispatched.

Fiaofasmon was sent on four legs to catch up to Ivrian[e] and ensure her safety. Fiaofasmon made it to the temple and the geist appeared, somewhat jealous at first, but Ivrian[e] performed a stunning piece of persuasion and the geist relented. Much bonking ensued below the surface of the river in a magical grotto.

Mennon and Gestar showed up at the temple and were somewhat puzzled by the absence of Fiaofasmon and Ivrian[e] but, based on the physical evidence at the scene, decided to wait for them to reappear. Ivrian[e]'s pseudo-father showed up (still in female form) with a baby tooth suspended from a human hair (obviously some form of magical apparatus) guiding her way. The magical tooth stopped working as soon as it entered the precincts of the temple.

The three had a conversation in which some facts were brought to light:

  • Ivrian[e]'s pseudo-father was not a Melankreuthes, just a shape changer hiding out in a royal household bonking rich women and siring royal children
  • If the secret got out about Ivrian[e] being a shape changer (which it pretty much had) then Ivrian[e]'s pseudo-father could kiss his sweet set up goodbye
  • In addition, Ivrian[e]'s mother was exposed as a faithless wife and her life was forfeit
  • And, Ivrian[e] had lost all claim to royal privilege and responsibility (all the better as far as Ivrian[e] was concerned)

Given the above, Ivrian[e]'s pseudo-father decided to grab his stuff from the camp of Inkeman and hike over the mountains into Orio to start a new life. Always the gentleman, Gestar escorted Ivrian[e]'s pseudo-father (still in woman form) back to the Vale to collect her belongings. On the way, the two stopped to change Ivrian[e]'s father into male form, i.e. some bonking occurred.

When they got back, they found the camp heavily guarded by members of the Vale and were informed the visitors had been told to pack their things and leave at dawn. Gestar secured permission for Ivrian[e]'s pseudo-father to break the curfew to get his belongings. Ivrian[e]'s pseudo-father showed surprising skill and familiarity with the art of tent-break-&-enter and raised no alarm while obtaining his items. Gestar and Ivrian[e]'s pseudo-father walked through the woods for a bit chatting and, without warning, Ivrian[e]'s father 'stepped sideways' into the shee leaving Gestar to return to the temple alone and share the news.

What's in store next adventure for our heroes? Why, rescuing Ivrian[e]'s mother from death of course. What could be a more appropriate adventure for Gestar the monster-baiter?

We've had a bit of an hiatus, what with one thing and another. I think we've only played once since last August.

Further, at least one and maybe two new players are likely joining the campaign soon.

I think a situation report is called for. Matt? Tony? Paul? What do you reckon is going on?

The next session went something like this:

The start of the adventure saw our heroes in Thundering Vale wondering what to do with the shape changing child they brought back with them at the end of the last session.

The three consulted Leppaman, the Vale's librarian, to uncover what options were before them:

  • Request a miracle from a suitable geist to bless (or curse, depending on your outlook) the child so it can't change shape
  • Give the child to a geist to raise or send to the shee
  • If the child doesn't count as 'human', offer it as a sacrifice to a suitable geist
  • Throw the child into a deep river tied to a rock

This avenue of investigation led to more questions:

  • Is the child human as far as sacrifice is concerned?
    • Our heroes decided this question would be best answered by a priest of Thelmond; that geist what don't like 'uman sacrifice.
  • Is the child cursed by a geist to be a shape changer?
    • This seemed unlikely given the nature of the child. If it were the case, the options for having the curse lifted required the cooperation of the geist concerned or risked provoking it.
  • Which geist(s) would be suitable to bless the child so it couldn't change shape?
    • Indarian perhaps; this celestial body fixed in position is the very epitome of constance.

Faiofasmon takes advantage of the situation to put a few questions of his own to Leppaman:

  • What is known of the dynastic house of the red moon? I.e. Bob-Kate's family.
    • Not a lot about the family in particular. The red moon occurs when Selina is at the horizon and in a mood to party. Pondering this leads to another question; is Selina red in other locations, where she is higher above the horizon, at the same time?
  • Why is there a war in the shee between the Leshy and the shape changers?
    • Unknown: About 500 years ago a famous Leshy called Timeon discovered the ability to 'Turn Sideways' thereby finding a way from the Elder Isles to the shee. The shee is a vastly improved version of that half of the globe which can see Indarian. Timeon spread the knowledge to other Leshy who spread it to others still and now few Leshy remain in this world preferring to live in the shee instead. Soon after they began settling the shee, the Leshy starting driving the shape changers towards the 'terminator' which marks the place where the shee ends and 'nowhere' begins. There is no record of why this practice began.

This raises some interesting questions:

  • Is the shee a creation of Indarian?
    • Unknown
  • Are the Leshy, Timeon in particular, favourites of Indarian? If fact, given the Leshy are immortal and once adult unchanging, could they be the children of Indarian?
    • Unknown
  • Is this war an extension of some disagreement between geists?
    • Unknown

Our heroes think it only fair at this time to tell the chief mahoot about the nature of the child he has been given. He gives the heroes 3 weeks to come up with a plan or he will take the action required to make sure the baby doesn't end up hurting anyone.

To answer some of these questions Faiofasmon decides to have a crack at the Trial of Summing and and put the questions to Indarian. Given how bad he is at this skill, no one is surprised when his attempt fails utterly.

The following day, Leppaman is spotted heading for Thekla on an elephant borrowed from the lodge. He explains that he's heading for one of the most famous libraries in the world; the one at House Azure. This magical place of academia claims to have the most extensive collection of books which can be researched, for a fee, by a member of the House. Our heroes decide to tag along. The fist leg of the trip is on foot to Orio, then by rented yacht up the coast to Thekla.

The trip is uneventful. Gestar manages to not do any monster-baiting during this trip (and his wrists thank him for it).

Leppaman bids his travelling companions farewell at the city gates and heads his own way. Our heroes head for the jewellers quarter to sell Bob-Kate's items. They end up with 50 mina for their troubles but run into a "toll" collecting point in a back alley. A fight ensues and our heroes walk away unharmed with a couple of coin purses, two bronze swords and a cool pair of shades for their troubles. Divers, hmmph.

Our heroes head to the quarter known as House Azure to secure accommodation. While there Faiofasmon hires a street kid to find where Leppaman is staying. Negotiations for accommodation go so badly the party decides to head for a more upmarket part of town.

The following day, the party does the gym and bath routine followed by some shopping for armour and the like for Bob-Kate & Faiofasmon.

They then travel up to the temple district. This is a lovely part or town up on a volcanic plug overlooking the city and the bay. The first stop is the temple of Thelmond and the priests are asked if a shape changer counts as human when it comes to human sacrifice. The lawyer types jump at the challenge and, in this case, the answer is no. The answer would be yes if the child were a cursed human, Leshy, diver, flyer or bits-a.

The second stop is the temple of Indarian where a very aged priest is found composing songs on a harp. Tea is brought and the priest performs a tea ceremony the creates a magic brew that soothes the body and shapens the mind and senses. The priest indicates that Indarian does not approve of shape changers and the party concludes she probably wouldn't bother to help the child with a miracle. The priest is not so forthcoming about the relationship between Indarian, the shee and the Leshy although he admits this line of questioning shows good logic. The priest recommends our hereos return home so they head back into town.

The steet urchin has returned up results and says Leppaman is staying at a high priced joint called the White Rose Garden. An exorbitant fee is paid.

The party heads to the library at House Azure in search of knowledge. A researcher is hired to look into the whole question of Indarian, the shee, Lehsies and shape chagers. It will take 3 months and 9 mina to secure results.

The party decides they've done all they can in the big city and head back to the docks, first stopping at the White Rose Garden to leave a message for Leppaman. The urchin meets them at the docks and asks if he can hitch a ride to Orio on their boat. Our heroes figure 'what the heck' and everyone, minus Leppaman, hires a boat back to Orio and the party returns to Thundering Vale without any noteworthy events taking place.

The story as I have it:

Gestar & Mennon retire to their lodgings in Morino to recover from their wounds. (See last episode once it's written.)

While the others "Lamar, Lamar, Lamar" on the yoga front, Faiofasmon does a little eavesdropping in the village to see what the vibe is: Most locals and interstate traders think that the thorough thrashing of the professional tiger hunters does not bode well so the traders will see you later thank you very much. Fiaofasmon feels this would play into the hands of any were-tiger smart enough to keep an eye on the road out of town and reckons it needs looking into. As luck would have it, Gamasan & Mikan need to stretch their legs and decide to have a look as well. The three find their way to the site of the tiger fight from the previous episode and follow the trail of the tiger as far as they dare; the tiger seems to have headed for the hills but no one fancies being caught in a tiger ambush today.

While searching for the tiger, Fiaofasmon finds a baby in a sack slung up in a tree. It turns out this belongs to the were-tiger (Gestar's memory isn't the best when he's recovering from tiger bites) so the baby is collected and taken back to town. The party decides the baby will make excellent bait for the were-tiger and a plan is hatched.

Using local labour, an observing platform is constructed in the tea tree plantation where the baby was found. The NPC's take their posts on the platform and the baby is placed on the bank on the other side of a small rivulet such that the tiger has only one path of approach. The tiger falls into the trap hook-line-and-sinker and a fight ensues: The tiger grabs the baby and makes a break for it, Faiofasmon grabs the baby back and scores a bad wound to the arm, Mennon bags the tiger and completes the trial of the tiger. Yay!

The party returns to the vale triumphant. The baby is given to the chief mahout to raise as one of his own (a situation might need correcting) and Mennon gets his tattoo.

The party heads to Orio to sell Bob-Kate's jewelry but everyone agrees they won't get the best price in such a back water and it's also a bit close to home if Bob-Kate's family are serious about searching for him-her. Bob-Kate does some experimenting on the shape changing front and discovers that when male she must bonk a female to change form. By implication, the reverse is also true.

The party confers and decides the items found during their visit to the shee might be worth a membership or 8 at Graymane lodge and so the haggling begins. It turns out the items are very magical indeed (walk on air, kill geists, that sort of thing) and strongly linked with Graymane but the lodge can only offer one membership now and another in 5 years. The party accepts and Faifasmon becomes a full ranking member of the vale. Yay! The items also pay for Bob-Kate's tuition as a student at Graymane until the next membership is up for the taking. The items are interned under Fiaofasmon's new room in a subterranean cyst.

What's next in store for our heroes?
There is some experience to spend, some learning to do and some trials to attempt.
Fiafasmon would really like to look into the shape-changer war going on in the shee; how did it start and what will end it?
They could try to sell Bob-Kate's jewelry in a bigger town farther afield.
There's a baby were-tiger in the vale which might need sending somewhere.
What else?

The Prequel

Bryan has bowed out of the game, and so Kinman shall no longer appear in the campaign. Additionally — due to an extended internet outage at the game venue — Paul was sadly unable to join this game, and so Faiofasmon shall make no appearance in this episode.

The story begins the the evening of the day the last story completed

The Story

Gestar and Mennon go looking for a place of recreation. They find, near the docks, a multi story establishment built maybe twenty metres out on the water on top of a coral bank. There is a walkway from the shore to the establishment at the front of which are two divers and a long line of people. The divers are selectively letting people in (or turning them away) and asking for something called a "cover charge". There is no apparent pattern to the amount people are charged entry. Gestar and Mennon decide that this place looks intriguing, and line up. Mennon bets Gestar the first round of drinks that Gestar cannot charm his way in for free. A dishevelled looking man with a musical horn is let in for free just before Gestar and Mennon arrive reach the front of the line. Upon being told that neither paint plays an instrument, the divers demand a small cover charge. Gestar's attempts at charming a free entry fail.

The establishment turns out to be four stories tall, with a stage in the middle of the ground floor, and each other floor being a square ring allowing patrons to see the stage from any floor. Gestar and Mennon are met by two girls who show them to a table on the 2nd floor, overlooking the harbour. The girls are, essentially, companions for the night. Both sit down with Mennon and Gestar, and one unpacks a stringed musical instrument, and plays a quiet accompaniment to the music coming from downstairs. Small talk is engaged in. The girl with the instrument turns out to have a predelection for bad puns (which her cohort refuses to allow her to indulge in). Gestar and his companion go downstairs for a dance. Dinner is then ordered and eaten.

Just after dinner, Mennon notices a very richly ornate barge rowing into the harbour. As it rows past the establishment, Mennon notices a figure dive off the back of the barge. He points this out to Gestar, they both get up and lean on the balcony for a better view. They spot where the figure surfaces and watch them swim to shore. Whilst watching this, the barge docks, and the occupants make to shore. The swimmer turns out to be a young, and very attractive girl. She tries to climb over the railing onto the ground floor, but a diver sees her, and pushes her back into the water, exclaiming "cover charge!". Gestar makes his way quickly downstairs, whilst Mennon sits back down at the table. Gestar's companion rolls her eyes and sighs "Jolianids".

By the time Gestar gets downstairs he cannot find the diver in question, and the girl is gone. Gestar makes his way outside, and finds the girl about halfway toward the shore, swimming under the walkway. He leans over and offers to pay her cover charge. She accepts a hand onto the walkway, and they both head back to table where Mennon and the two girls remain. As it happens, none of the divers encounter them on their way back to the table, and so no cover charge ends up needing to be paid. The young girl is — by just about any Gehenese measure — Drop Dead Gorgeous™.

The girl makes very short work of what is left of the food. She says her name is Imelana, and that she is running away. (Dum, Dun, Daaaaaaaah — plays the girl on her instrument). She is the daughter of a rich man from a nearby episkopy, and has been promised to marry a man she has no desire to. Gestar warns her that there is a lot of the world of which she will be unaware having such a sheltered life to date. Imelana remains undeterred. Furthermore she states that they will realise she is missing soon, and that she must make haste. Gestar declares that he will, at the very least, help her to reach the city limits. The two depart. Mennon smiles and declares that he gives them half an hour at the most before they're in trouble. The girl with the instrument seems to agree. When asked if perhaps he should be following after his friend, Mennon declares not for half an hour.

Gestar and Imelana make their way out into the night. They make find themselves in a bathhouse, inside which Imelana has a bath, and they use the time to dry her clothes. After this, Gestar realises that the city gates will be closed at this time of evening, and so he finds a place for them to stay for the night, but is prudent enough to find a different empty room to the one he is told to go to, and stays the night in there instead. He works his whiles upon Imelana, and a good time is had by all.

Half an hour after Gestar's departure Mennon pays up the bill, and bids farewell to the two companions. The divers acting as bouncers at the gate show him the direction in which Gestar and the young lass went in. Gestar notices that there are a lot of people running around with torches, looking in, and under anything they can. He concludes that Imelana's family have worked out that she is missing. A small distance (twenty or thirty metres maybe) down the road from the establishment, he finds a bathhouse. The doors are barred shut, but sounds of splashing can be heard from within. At about this time one of the searchers with a torch turns up at the bathhouse. Mennon bursts into a fit of coughing to try and hide the sounds of (presumably) his protege from being heard. The torch bearer moves on.

Mennon makes his way back to the establishment, and gives the divers at the gate a small bribe to conveniently forget (or misdirect the direction last seen of) Gestar and Imelana. Having done this, he makes his way back to the bathhouse, and after checking nobody is watching, climbs the gate. By now there is nobody in the bathhouse, but clear signs that somebody was there. Mennon heads out to the back, and finds a back door, and makes his way through. He reasons the most likely way Gestar would have gone, and continues on in that direction.

Upon the way he happens upon a boardign house and, remembering that he doesn't actually have anywhere yet to stay the night, knocks on the door to try and establish a room for himeslef and maybe Gestar, that he can come back to later. THe boarding house claims to be full (apparently based on Mennon's feet somehow), so Mennon continues on. The next boarding house he comes to down the road is a little more derelect and is answered by a young man who is utterly stoned. Seeing Mennon's tatoos the stoned man asks if Mennon is with "the other guy"? Mennon takes a room at the boarding house, but finds Gestar's room empty. Smiling at Gestars foresight, or good fortune, Mennon retires back to his room.

In the morning Mennon awakes early as is his custom, and waits in the common area downstairs for Gestar (whom Mennon expects to catch on his way down). Gestar, in his turn, awakens and soon discovers that the gorgeous woman from the night before is now a man. Imelana wakes up shortly thereafter and quickly makes the same discovery, and is — unsurprisingly — even more surprised than Gestar. They quickly decide that whilst this is a very good disguise, Imelana will need some men's clothes. Gestar heads out to get them.

Gestar runs into Mennon in the common room, and explains the situation to him. Gestar is going to get Imelana out of the city as soon as possible. Mennon will catch up with them after he has intercepted the old gentleman, and discussed his villages tiger problem. Gestar asks Mennon to wait in the boarding house until Gestar returns with the new clothes for Imelana, and Mennon agrees. This they then do.

Mennon goes through a morning routine of bathing and massage before making his way to the pallace (which does not accept petitioners until late afternoon). When he arrives, he finds a small group of people preparing to rush in and race for first in line when the doors are opened. Umongst them is the old gentleman that was pointed out to them the previous afternoon. Mennon strikes up a conversation, asking about the tiger problem. THe man states that he was tardy the previous day and didn't get a good place in line, but he was quite sure that today he was bright and early and would definitely attain an audience. It is at this point that an official comes out of the door and announces that the Episkopos will not be hearing audiences today. The old man looks dissapointed, but Mennon says that he (Mennon) may be able to help the old man, and invites to pay for breakfast whilst they discuss.

The old man introduces himsself as Imar and explains that he is head man of his village, and that the tiger they have is mysterious. It only attacks once a month on the full moon, and that it only kills men. Usually tigers kill livestock and whatnot on the outskirts of the village, but this one does not. Mennon tells Imar that he is from the Thundering Vale, and Imar falls to his knees, begging Mennon for his help. Mennon repeatedly tells the man to get to his feet, and not to grovel, but it is no use. Mennon promises Imar that he, and others from the vale, will be at the village by the next full moon, and after learning the location of said village, heads off to catch up with Gestar and Imelana. The village is called Murino and is north of Heresketh.

Gestar and Imelana have not made particularly brilliant time. Mennon catches up to them just as they have stopped to trade some shoes for Imelana, who is getting footsore. Mennon picks Imelana up in a firemans carry, and Gestar and Mennon run for a period to make up some time. Imelana complains that it is worse than a carga. After a period, Mennon agrees to allow the party to travel at Imelana's pace. They travel at this pace for a few hours, before it is clear that they are behind in time again, at which point Mennon offers a more reasonable carying solution, in the form of a piggy back. Imelana agrees and the party make it back to the vale just before the afternoon rains. Imelana is found a place to stay in the vale's villiage.

During dinner, Mennon talks to the head of his lodge about the Tiger. The lodge head's name was foolishly not recorded by the player, but was — unsurprisingly — an avatar of Timeon. It is agreed to send a party to allow Mennon to hunt the tiger (since success will mean one more adept in the lodge). Mennon is warned that "single handedly doesn't mean unarmed, and doesn't mean stupid". He is also strongly advised to find somebody who knows about were tigers (which the story from Imar strongly sounds like)

The next day, Gestar and Mennon break their fast with Imelana (after the usual morning routine of gymnastic activities and a bath). Gestar and Imelana decide to try and work out what happened to Imelana. Mennon is determined to organise his tiger expedition. The full moon is four days away. Imelana's feet sores are completely dissapeared. It appears he knows some yoga (much to the characters' surprise). Imelana seems a little interested in learning more about the Vale, as well.

All three of them make their way to the library in Skywalker lodge, to talk to the librarian. Gestar and Imelana first talk to the librarian, who speaks a little of shapechangers, but doesn't know much himself. He directs them to a part of the library which should have relevant books, and they set off. The librarian then talks to Mennon about were tigers. He describes three types of were tigers that he has heard of. One type changes based on a trigger (a full moon or somesuch) and is completely bestial when in tiger form. Another type can change at will, and retains their full wits in both forms. The third type changes between forms when it has sex, or when it kills, and is completely bestial when in tiger form. Mennon describes the expedition he wishes to go on, and the librarian suggests that he (Mennon) should speak to a man named Leppaman who is an adjuvant in the Skywalker lodge.

Gestar and Imelana find a tretise on shapechangers. Unfortunately it is written in elvish, which Gestar cannot speak, read or write. Fortunately Imelana can read elvish. They begin the slow process of translating the book (made slower by one of the translators not being able to read the language). The book is an attempt at an objective treatise. It fails miserably, and the prejudice of the author against all things shapechanging, and the opinion that they are abominations is abundantly clear.

Mennon finds Leppaman and describes the situation to him. Leppaman reiterates the three types of shapechanging tigers he is aware of. After a small amount of thought, Leppaman suggests that if a female chapechanger of the third variety was to sleep with a man she would then turn into a tiger. The bestial tiger would then, naturally, kill the man and then change back into a person. In this way only the man is killed, no livestock are killed, no tiger prints are found, etc etc. It seems to match Imar's stories very well. Mennon asks Leppaman if he would be willing to accompany the tiger hunting expedition as an adjuvant witness, and expert advisor on were tigers. Leppaman agrees. Leppaman has been drinking an awful lot during the time he has spend with Mennon. Mennon suggests that since — after killing his tiger — he only has the trial of the forrest remaining to be both huntmaster and adept, and that since Leppaman needs only the trial of fleetness, that they could work together and each train the other for the trial they have yet to attain. Leppaman explains that he has something dislocated in his knee which is quite painful and prevents free movement. As he gets older the problem gets no better, and whilst he *could* have a surgeon cut out the loose part, then use yoga to heal it, he has thought about it and decided that he doesn't really want the trial of fleetness that badly. Mennon departs.

That afternoon, Mennon talks to the head of the lodge again, and appraises him of the situation. He has, including Gestar, two adjuvants to act as witnesses, but still needs a huntmaster. The head of the lodge assigns one of the lodges better huntmasters, and that huntmaster's progegé to go along as well. They all have a discussion and decide that with Leppaman's knee the way it is, they had better leave on the next day to give them 3 days time to travel. Mennon goes to inform Leppaman of this eventuality. Leppaman is completely doped up on laudenum, but thanks Mennon for the extra travel time consideration.

The next day the party sets off. Imalana asks if he may acompany them, but when told the pace they were expecting to keep, and the distance to be travelled, quickly realises that it would just not be possible. Gestar arranges permission for Imalana to continue using the Skywalker library in his absense, so that Imalana may continue to research what had happened to him. The party set off

Ok this is as far as we got on the Saturday evening. We played a few hours extra the next day, but I"m out of time to write that up.

4rd Game - 23rd May 2009 by Phyd3auxPhyd3aux, 26 Jun 2009 18:58

Disaster over! I'm back on the Net after twenty days.

Re: Grr! Disaster area by AgemegosAgemegos, 12 Jun 2009 05:21

Weeeelllll … either you were safe enough, or we were stupid enough ;). The end result was still a good game of Gehennum, and some interesting wanderings around flooded Kempsey, with no ill effects to any of the participants.

Re: Grr! Disaster area by Phyd3auxPhyd3aux, 30 May 2009 01:57

Previous experience has indeed been extensive, and my house is fourteen metres above river level, whereas the record flood level is nine metres, and the hydrologists estimate a "maximum probable flood level" of 11.7. Newchums built on the floodplain have been seen running around like chooks with their heads cut off.

I was safe enough to have a few friends in for a Gehennum session on Flood Weekend.

I think the highway north is open now.

Re: Grr! Disaster area by AgemegosAgemegos, 30 May 2009 00:11

Well I'm glad that you are at least intact. My sources tell me that as a result of previous experience your house is set far enough back to avoid all but the most biblical of deluges. I hope that that is accurate and that everyone is hale and hearty.

Re: Grr! Disaster area by QuillerQuiller, 29 May 2009 00:49

We had a flood here. No biggie.

Water got into my phone lines. I have crackly voice comms back, but not ADSL. Hence, no InterNet. There's no word on when i will get it back, either. Grr. They aren't joking when they say the region is a natural disaster area and thousands of people are still isolated.

Grr! Disaster area by AgemegosAgemegos, 25 May 2009 23:22

DnD has certainly given "paladin" a strong connotation of a religious or holy warrior in RPG circles. That clashes with the household warrior description of the Agema. I like huscarl myself but it has the wrong sound for Gehennum from what I've skimmed so far. What about the equivalent to Knight in other languages? Chevalier and Ritter are all I can think of offhand. I don't have the Greek to translate but what would 'servant/household warrior' come out as in Greek?

Re: Helmet!
QuillerQuiller 07 May 2009 15:39
in discussion Gehennum / Combat and warfare » Helmet!

Wow! Looks great :)

Re: Helmet! by QuillerQuiller, 07 May 2009 15:39
AgemegosAgemegos 07 May 2009 07:44
in discussion Gehennum / Combat and warfare » Helmet!

I have done a bit of work on the page on helmets. It is worth a look, I think.

Helmet! by AgemegosAgemegos, 07 May 2009 07:44

I've re-written and greatly expanded the encyclopaedia articles on "ageme", "agema", "episkopos", and "episkopy". They are now in a state that I think conveys all the important information. Someone ought to stop me from fiddling with them.

Well to start with I would suggest getting players together so that they can talk through the processes involved and establish the ground rules. These ground rules are probably going to vary from campaign to campaign as the natures of the players vary.

First the GM and players are going to need to agree on what the campaign is about and what sorts of characters and stories have a place in it. A stark world of supernatural horror might not be an appropriate forum for a kitsune with a predeliction for fried tofu. That way the players will have a yard-stick to judge how closely their plot seeds will align with what everyone has in mind.

Then there's going to need to be some discussion given to player dynamics. Dominant players will need to make allowances so that quieter individuals can have the spotlight. Less secure players are going to need to be able to produce material that is not going to be leapt upon and used as a means of attack. One useful exercise in this regard might be to have the players suggest adventure or scene ideas as a group and offer constructive feedback/moderation.

Also, the nature of the contribution you're expecting needs to be clear. Are you expecting whole adventure ideas? Is it ok to insert a scene into someone else's adventure? How do players know when it's ok to introduce things and when it isn't? These rules do not need to be hard and fast but illustrative examples would help.

Finally, I think that some specific instances are downright confusing. I have never understood the cup of proper rapture. This is the world's most desirable object. More desirable than friends, loyalty, prestige, human life. In its bluntest terms there is nobody who wouldn't kill their own mother to have it (they may not *HAVE* to kill to get it, but they will if push comes to shove). It is after all infinitely more desirable than a mother. So is that how you want my character to react? Isn't that going to alienate my character from the other characters AND the other players? Isn't party cohesion suddenly just a distant memory as the PCs explode into a violent argument over a tea cup? How many people really want to play a junkie? My guess is that players aren't going to abandon the fundamental principles of party dynamics unless they're absolutely certain everyone else has got their back. If this is a situation you want players to face, you need to give some assurance that things will turn out ok.

Ultimately, as GM you do wield final authority. You decide who plays in the campaign and who doesn't. It's disingenuous to pretend otherwise. This means that policing negative behaviour is your job. You don't have to leap on people who step out of line but constructive nudges might help, working up to a punitive thwap if they persist. But the issue needs to be handled directly. There's little point in beating down the fourth wall to get the players involved in the story-telling if the only feedback you give is in game terms

Well, I had estimated the Newcastle Mob as mercifully free of the Snide and the Snarky. But you raise a good point. Perhaps I need lubricating mechanisms. What do you suggest?

Good stuff!

Queried spellings ought to be "howdah", and "ankus" or "goad"

I'd tend to agree with that. They may not *need* a greekish name, but that doesn't mean they must not have one. I rather like "agema" (even if I have no idea what it means in Greek - or pseudo greek). It sounds much more like somehting from Gehenum than any of the suggested options IMO (except Soke-man maybe … but I still like agema)

You had? I thought you were still in academia.

You make a good point about "paladin". I keep forgetting how influential D&D is. So I suppose I'll stick with "agema" until a good idea comes along. It's not as though I don't have plenty of things to do with this material that are more important and straightforward than fiddling with 'translation'.

"Soke-man", you reckon….

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