Thursday, August 1, 2013

Adventurers’ Guild Job Board


This posting is subject to change without notice, so please check back here before embarking on an adventure or claiming a reward for one.

For those of you expecting something else at this time, I sincerely apologize. With the possibility of the campaign restarting sometime in the next year, the information that was going to be released is too sensitive to appear at this time. The publish date has been pushed back with an eye toward finding interesting tidbits that won't spoil future adventures and getting them out soon.
JOBS FOR ADVENTURERS APPRENTICE
  • The following people have failed to pay their dues for the previous year: Cedrik of Ötz, Millicent of Kingsway, Ardrek the Idiyva, Cintram of House Laertes. Each of these deadbeats owes the Adventurers' Guild 15 silver coins. Payment may be made at any Adventurers' Guild Headquarters. Ten percent of the money collected will be given to the adventurer doing the collecting upon receipt.
  • Bennie, the centaur door guard at the Adventurers' Guild Headquarters in Spira, is looking for rabbit pelts. He is willing to pay 2 copper coins per pelt delivered to him by the end of the year, to a maximum payment of 3 gold coins per group.
  • The Marquesa Jenna of Baradué is looking for a tutor in the language of Lytia. Six copper coins will be paid for each full day of instruction.
  • His Holiness is looking for a royal copyist. He may be found in Xinbé.
JOBS FOR ADVENTURERS JOURNEYMAN
  • The following people have failed to pay their dues for the previous year and have been delinquent for 60 days: Brandon of Nilya, Candace of Kane, William Percy, Dean of Huit. Each of these deadbeats owes the Adventurers' Guild 15 silver coins. Payment may be made at any Adventurers' Guild Headquarters. Twenty percent of the money collected will be given to the adventurer doing the collecting upon receipt.
  • Ramius, a near-permanent fixture in the Red Lion Inn in Spira, is looking for a gardener. He is willing to pay one bronze coin per day of service.
  • Her Royal Majesty Calliope of Mugal is looking to rid the sewers in Kingstone of rats. Each collection of 5 rat heads will earn one bronze coin.
  • A strange eight-part cylinder has been found in the basement of the Royal Observatory in Spira. Mechanical engineers are needed to figure out how to operate it.
  • Gronk, an orc magician, is looking for people with insight into a rash that has developed among magicians in the area.
JOBS FOR ADVENTURERS YEOMAN
  • The following people have failed to pay their dues for the previous year and have been delinquent for 120 days: Mxyzptlk, Conor of Frog Pond, Jackie O., Lady Adele, Pakka of the Bay of Greens. Each of these deadbeats owes the Adventurers' Guild 15 silver coins. Payment may be made at any Adventurers' Guild Headquarters. Thirty percent of the money collected will be given to the adventurer doing the collecting upon receipt.
  • Marcel, the Duke of Rabelais, is looking for an outgoing, animal friendly person to lead his circus.
  • The Baroness of Sobnil in Panis wants to raise poro on her farm in the country. She will pay a gold coin for three breeding pairs of poro.
  • A dark elf is willing to pay up to two gold coins for the origins of a riddle. He may be found in the Nilyan city of Abba. Ask for Orkeim.
  • Message runners are needed at all Adventurers' Guild Headquarters. These brave souls will carry news dispatches to other Guild Headquarters, and return with news dispatches from these places.
JOBS FOR ADVENTURERS WAYFARER
  • The city of Suettay is looking for weasels. Prospective adventurers have until the end of Secondos to turn in weasels. The standard rate of 1 silver coin per weasel delivered applies, but the team that delivers the most weasels gets a bonus of 150 silver coins.
  • The Duke of Salisbury is looking for information about a blonde-haired woman who keeps haunting his dreams.
  • The King of Nagymer is looking for a dedicated gold courier team. This team will transport sealed boxes of gold between Nagymer and Switz. Each transport will earn the team ten percent of the gold coins delivered, rounded down. Interested teams must be committed to making five trips in each direction. Apply with the high priest in Bliner if interested.
  • A bounty of 25 gold coins will be paid to the person who delivers a human female named Rovena to the justice of King Dustin I of Tribnia.
JOBS FOR ADVENTURERS NOMAD
  • Guards are needed for the Janisburg Gem Exchange.
  • The Panis Border Patrol is looking for agents to guard the border between Panis and Cafren. Apply in the capital city of Darmid.
  • A collection of the religious texts of the Church of the Eight Gifts has been assembled, and hundreds of copies have been printed using advanced technology. Adventurers are needed to deliver these from Bliner to the following cities: Donnol (Tribnia), Spira (Cafren), Bern (Switz), Darmid (Panis), Sathen (Gherek), Aten (Iliscy), Scowom (Siraus).
  • The city of Suettay is looking for horned helmets.
  • Negotiations between the nations of Tailin and Yychis have broken down over the lack of a translator.
JOBS FOR ADVENTURERS TRAVELER
  • The Temple of the Elements is looking for people willing to harvest Ulginor wheat. A wild field grows on the northern coast of Ferres, near the western mountains.
  • The Order of the Green Sash is looking for experienced people willing to aid the Eight Gifts in service to Garin. Apply in the town of Lisle in Tribnia.
  • The nation of Nambi is looking for experienced rabbitball players.

JOBS FOR ADVENTURERS WANDERER
  • The Adventurers' Guild in Donnol is willing to pay one gold coin apiece for Agaath berries. They are found in the icy wasteland north of Aropa by foraging.
  • The noted assassin Ken Ucimi is looking for adventurers to gather Silmaana plants grown in meadows. He will pay 15 silver coins per usable plant. He may be found in Xinbé.
  • A sage is needed to catalog martial arts styles. Those wishing to apply should talk to Tylar in Koto.
  • The Baroness of Sobnil needs pepper juice from red and yellow peppers.
JOBS FOR ADVENTURERS CRUSADER
  • Research is needed into the difference between purple Dugmuthur berries and red Mirenna berries. A task force is being assembled in the Xi An town of Diki.
  • While the public is kept away, a task force is being quietly assembled in Darmid to investigate Aljibra, the cliff on Panis' southern coast, for unusual animal sightings and attacks.
JOBS FOR ADVENTURERS PATHFINDER
  • A minstrel in Baradué is looking for the lyrics to a song about "little fuzzy animals".
  • Arknos, the elf king, is looking for information about a man calling himself the Crimson Popinjay.
JOBS FOR ADVENTURERS SEARCHER
  • A bounty of 150 gold coins will be paid to the person who brings Pax Urloci, an Urloc female, to the justice of King Marcos I of Panis.
  • The tiny town of Mb'a in Nambi is being plagued with the death of newborn centaurs of all varieties. Some were poisoned, others were cut to pieces or electrified. Some show multiple forms of death taken from the above.
JOBS FOR ADVENTURERS SECOND CLASS
  • Dorcas, the healer of Cafren, is in need of lifekeeping plants. She is seeking either Carcatu grass or Degiik leaf. Either of these may be found in tropical ocean shoreline areas. 25% of the retail value of either plant will be paid upon delivery.
  • King Dustin I of Tribnia is looking for brave adventurers willing to sail west to find a passage to the Far East.
  • Ramius, a near-permanent fixture of the Red Lion Inn in Spira, will pay up to 5 gold coins for each person who can teach him a language he does not yet know.
JOBS FOR ADVENTURERS FIRST CLASS
  • The sorcerer Farkas is looking for an immortality potion. He lives in the city of Suettay in Cafren.
  • Wizard Consort Mateo, husband to Queen Alicia of Cafren, will pay for the commission of an accurate map of the world.
  • Unicorns have been vanishing in Cafren, especially in the Oleawood region. Bodies have been found mising horns, tails, and hooves. The Marquis of Philemon and the Marquesa of Baradué are willing to finance an investigation.
JOBS FOR ADVENTURERS CORPORAL
  • Ken Ucimi, the noted assassin, is looking for people to enter the Desert of Doom, which lies south of the Great Southern Sea. He is willing to pay 15 gold coins apiece for intact Sharduvaak berries. Deliver the berries to the Adventurers' Guild Headquarters in Donnol for payment.
  • The Baroness of Sobnil is looking for malaba plants.
JOBS FOR ADVENTURERS SERGEANT
  • Ramius, a near-permanent fixture in the Red Lion Inn in Spira, is looking for a worthy chess opponent, and is also looking to expand his knowledge of tactical games.
  • The town of Dayberry is financing an investigation into a large number of animal corpses and a strange nest-like structure found in a nearby meadow.
JOBS FOR ADVENTURERS LIEUTENANT
  • Dorcas, the healer of Cafren, is in need of lifegiving plants. There are two such plants that she knows of. The first is the leaf of the Tyr-fira, which grows on the coldest of alpine summits. The other is Vulcurax, a berry which is found in the warmest of jungles. 25% of the retail value of either plant will be paid upon delivery.
  • Farkas the sorcerer is willing to pay 2,000 gold coins for a dragon egg. He lives in the city of Suettay in Cafren.
  • A bounty of 1,500 gold coins will be paid to the person who delivers a human female named Rovena to the justice of Frodo, Lord of the Halflings.
JOBS FOR ADVENTURERS CAPTAIN
  • Wizard Consort Mateo has a special job that he refuses to detail here. Knowledge of the north-central part of Tribnia, especially the Scotia area, is needed.
JOBS FOR ADVENTURERS MAJOR
  • Bodyguards are needed for the underwater prison of Bragnoth, a dwarf who defied the Ironbreaker clan in Switz.
JOBS FOR ADVENTURERS COLONEL

  • The Gherek consulate in Aten is looking for 42 grains of moon dust.
  • Information on the appearance of a new moon in the sky is needed. Apply to the Royal Observatory in Spira.

JOBS FOR ADVENTURERS GENERAL

  • The Siraus Governmental Council is looking for an ambassador. Knowledge of the native language of Siraus and of dragons is required.

JOBS FOR ADVENTURERS LORD
  • Giant tracks resembling birds have been spotted in a running pattern in the Iliscy foothills. Also, animals have been found gored to death. Investigators welcome.

Friday, July 31, 2009

Religion in Merek (East & West)

The religion of West Merek has different objects of worship, arranged in eight pairs of related items. Four sets are referred to as hands, and the other four sets are referred to as feet.

  • The Feet of the Soil are worshiped by farmers and travelers. The Left Foot of Soil is Irrigation, and the Right Foot of Soil is Plowing.
  • The Feet of the Clouds are worshiped by farmers and magicians. The Left Foot of the Clouds is the Tornado, and the Right Foot of the Clouds is the Advancing Storm.
  • The Feet of the Forge are worshiped by blacksmiths and armorers. The Left Foot of the Forge is the Bellows and the Right Foot of the Forge is the Sweat of the Brow.
  • The Feet of Winter are worshiped by travelers and magicians. The Left Foot of Winter is the Eternal Night, and the Right Foot of Winter is Snow.
  • The Hands of Silver are worshiped by merchants and those who would rob them. The Left Hand of Silver is Refining, and the Right Hand of Silver is Mining.
  • The Hands of the Volcano are worshiped by blacksmiths and robbers. The Left Hand of the Volcano is Lava, and the Right Hand of the Volcano is Pumice.
  • The Hands of the Luminaries are worshiped by armorers and falconers. The Left Hand of the Luminaries is Starlight, and the Right Hand of the Luminaries is Sunlight.
  • The Hands of the Campfire are worshiped by armorers and falconers. The Left Hand of the Campfire is Community and the Right Hand of the Campfire is the Hearth.
East Merek worships ideals based on eight Pyramids. Each pyramid has one Peak Ideal and three Base Ideals. Base Ideals are always read beginning from the easternmost Ideal and continuing along the sunward path.
  • The Pyramid of the Prism has a Peak Ideal of Matter and Base Ideals of Vision, Constancy, and Manipulation.
  • The Pyramid of the Sun has a Peak Ideal of Vision and Base Ideals of Heat, Matter, and Motion.
  • The Pyramid of Gemstones has a Peak Ideal of Heat and Base Ideals of Constancy, Vision, and Mystery.
  • The Pyramid of Islands has a Peak Ideal of Constancy and Base Ideals of Matter, Heat, and Flux.
  • The Pyramid of the Ocean has a Peak Ideal of Flux and Base Ideals of Mystery, Manipulation, and Constancy.
  • The Pyramid of the Geyser has a Peak Ideal of Mystery and Base Ideals of Motion, Flux, and Heat.
  • The Pyramid of the Winds has a Peak Ideal of Motion and Base Ideals of Manipulation, Mystery, and Vision.
  • The Pyramid of Rain has a Peak Ideal of Manipulation and Base Ideals of Flux, Motion, and Matter.

Tuesday, June 2, 2009

Moon phases

The Moon Phase Chart is now available in PDF. It uses the Stralian dating system (but with Imperial Years), and the time is OBS-1.

Saturday, September 13, 2008

WARNING: Posts are subject to change without notice

Due to added, misstated, or revised information, posts are subject to change without notice. The following posts have been edited recently:

Nations and Serpents of Ferica

Tips of the Day
Adventurers' Guild Job Board

Also, check any other posts upon which you are relying for information to see if any changes have been made since your last visit.

Saturday, July 19, 2008

New Ranks for Adventurers' Guild

The names of the ranks within the Adventurers' Guild have changed slightly in an effort to standardize them, as well as the identifying symbols for each rank. Any character who has a membership with the Adventurers' Guild is encouraged to contact me privately at rabbitball@gmail.com to verify their anniversary date for dues payment; otherwise, an anniversary date will be assigned to you.

RANKS WITHIN ADVENTURER’S GUILD (WITH ANNUAL DUES AND SYMBOLS)

  1. Adventurer Apprentice (1 gold prepaid or 15 silver postpaid, bronze apron symbol)
  2. Adventurer Journeyman (2 gold, silver apron symbol)
  3. Adventurer Yeoman (4 gold, bronze hammer symbol)
  4. Adventurer Wayfarer (7 Gold, silver hammer symbol)
  5. Adventurer Nomad (10 gold, bronze cane symbol)
  6. Adventurer Traveler (15 gold, silver cane symbol)
  7. Adventurer Wanderer (25 gold, bronze wizard staff symbol)
  8. Adventurer Crusader (40 gold, silver wizard staff symbol)
  9. Adventurer Pathfinder (60 gold, bronze arrow symbol)
  10. Adventurer Searcher (100 gold, silver arrow symbol)
  11. Adventurer Second Class (150 gold, bronze shield symbol)
  12. Adventurer First Class (250 gold, silver shield symbol)
  13. Adventurer Corporal (400 gold, bronze chevron symbol)
  14. Adventurer Sergeant (600 gold, silver chevron symbol)
  15. Adventurer Lieutenant (1000 gold, bronze bar symbol)
  16. Adventurer Captain (1500 gold, silver bar symbol)
  17. Adventurer Major (2500 gold, bronze oak leaf symbol)
  18. Adventurer Colonel (4000 gold, silver oak leaf symbol)
  19. Adventurer General (6000 gold, bronze star symbol)
  20. Adventurer Lord (10000 gold, silver star symbol)

Thursday, June 19, 2008

Game resumes June 21

In case people missed it, the new session of Bladehex will be held this Saturday, June 21, in the usual location.

Also, don't forget to examine previous posts for new edits.

Tuesday, May 20, 2008

Building Closed May 24, 2008

Due to the Union's closure on May 24, it is impossible to hold the game there. You will be informed as to the next game session when it occurs.

Wednesday, May 14, 2008

Spinning Rock

This 30-foot tall structure appears to be a set of 8 disks set on top of one another. The total diameter of the structure is 25 feet.

The top disk clearly spins clockwise at a constant rate, taking somewhere between 4-5 minutes to circle completely. After each revolution, the next lower disk moves a small amount.

None of the other disks has been observed to move; instead they are covered with symbols. (Note that the top two disks have no symbols at all.) A small (0.1 mm) red line has been observed to run along all 8 disks; never moving despite the fact that the top disks are spinning. The third, fourth, and fifth disks from the top all have circles carved into them, each with various amounts of that circle carved out of them. The same eight configurations exist on all three of these, although the "bottom" of these has sets of 3 identical symbols. All, however, exhibit the same order of symbols:
  1. Full circle (only oultine carved)
  2. Right "crescent" removed
  3. Right half removed,
  4. All but left "crescent" removed
  5. Entire circle removed
  6. All but right "crescent" removed
  7. Left half removed
  8. Left "crescent" removed
From top to bottom, the red line passes through the 4th circle of the third disk; the sixth circle of the fourth disk, and the eighth circle of the fifth disk (middle of three such symbols).

The remaining symbols are unknown to the group and all different on each disk. The sixth disk from the top has 13 symbols; the seventh disk has 12 symbols, and the bottom disk has five. The red line aligns with one symbol from each disk.

Thursday, April 24, 2008

New Awakened Skill Chart

The Awakened Skill Chart gives characters three random skill ranks each character level. It is rolled on a d1000. It has been modified to include Ferican regions and languages, and has split the Lore - General skill gains by region (so a character in Hessia doesn't get Region Lore - Tribnia, for example). View the Awakened Skill Chart here.

Monday, March 24, 2008

Mayor Quoyth's Messenger Hawk

Dear Rao,

I thought I would send you this so you can dispel any rumors that may fly about regarding an incident here. It is a copy of the speech given by the Lord Wizard.

People of Spira:

I wish to assure you that the threat that damaged our fair Queen's castle has been averted. But rather than have you guess what transpired, I will give all of you my personal account of the incident.

Her Majesty was in the process of trying a criminal for theft of property. He asked for time to consider his punishment, but instead he tried to cast a spell. His magical talents weren't up to the task.

The green grocer who sets up near the castle reported that a large funnel-shaped cloud appeared over the castle. It was black, and stars were shining out of it. All I saw was the roof of the castle vanish, along with the would-be magician. Then a black glove with white spots started moving toward me. I cast several spells at it before it faded into nothingness.

During that time, it caused major damage to the castle. We will rebuild, and we require all masons and stonecutters to provide their services to this task. Once we have rebuilt, we shall issue a decree of celebration.

At this time, I wish to also convey the orders of Her Majesty. She has decreed that any members of the race called Urlocs are to be considered criminals and are to be captured and brought to the castle for interrogation. Urlocs look like humans, but are blue.

In Loving Service,
Mateo, Lord Wizard of Cafren.

The last time you were here, I remember hearing something about an Urloc. Be careful

Janos Quoyth,
Mayor of Spira

Tips of the Day

Please check this every once in a while, as it will be updated. These are random bits of advice that can be purchased in shops throughout the lands.



  1. Bliner, in the nation of Nagymer, is home to a set of six blade hilts (longsword, broadsword, rapier, bastard sword, dag and scimitar) mounted in the main temple of the Eight Gifts. This temple is dedicated to Valeta.
  2. Keep a journal of world information, together with any questions, comments or guesses about hidden meanings, connections, etc. that may be related. Making an important connection can be helpful at a critical moment.
  3. Finding a way to be useful where you are helps you train for more difficult tasks.
  4. Sometimes, a critical piece of information is "disguised" through word tricks, such as puns or anagrams. For example, "islander" can be rearranged to form "rile sand".
  5. The names of cities are often connected to the regions they inhabit in subtle and unusual ways.
  6. All coins are 1/4 ounce in weight, and must be 99.5% pure metal to be considered genuine.
  7. Sometimes, more than one source is taken for a single large production. A play, poem or other work may draw inspiration for each of its parts from a different area, with the combination being something that would not have come from any of the individual pieces.
  8. Throughout your career, you will develop skills that you have not trained. Finding situations where you can use these skills may be rewarding!
  9. The Adventurer's Guild Bank guarantees deposit up to five times your annual membership rate. If you need to store more than that, consider raising your membership level.
  10. The size and reward of jobs posted by the Adventurer's Guild goes up with your rank.
  11. Quinaris (Fifth Tuesday) occurs every 4-5 years. It happens when the rising of Annos, the Year Star, fails to occur during Quinlunis. Regardless of which day Annos rises, the following day starts the new year, is called the Primalunis of Empesos, and officially starts the week.
  12. There are five official seasons in Cafren: Birth (Empesos-Tertios), Growth (Quartos-Quintos), Swelter (Sextos-Octimos), Harvest (Novimos-Decimos) and Chill (Ektos-Domos).
  13. Travel in a foreign country subjects you to hazards you would otherwise avoid in your home country, such as lack of familiarity with the culture, not knowing the safe paths, and so on. On the other hand, the experience gained from such travel is greater.
  14. If you really want to do a job, work on it immediately, or someone else may beat you to it.
  15. Pixie dust is the residue left after a pixie casts a spell. It leaves dust in an area equal to one square foot per spell level. The dust has a greenish tint of the spell is from the realm of Mentalism. Essence spells leave gold-colored dust.
  16. It is rumored that there is another civilization that requires either traveling through the Dragon Mountains or the Orc kingdom of Gherek to reach.
  17. There are humans who live in the Desert of Doom who speak a language that no Aropan has ever heard.
  18. In any recipe where horse hooves are used, unicorn hooves work even better.
  19. Because mithril requires potent magic to work, mithril coins are worth more than aluminum coins, even though there is more mithril available than aluminum.
  20. Using magic too much (and in inappropriate settings) can lead to corruption of the soul.
  21. Using the proper names for most things is a good idea. Also, coming up with a good, catchy nickname is often rewarding.
  22. There is growing tension between the mariners of Tribnia and those of Panis.
  23. The Ironbreaker Clan, former royal family of Switz, was rumored to have a magical sword and magical armor.
  24. King Dustin of Tribnia has developed a complete line of succession throughout the entirety of the Tribnian nobility. For example, Marcus, Duke of Salisbury is 30th in line to the throne.
  25. Questions have arisen as to the loyalty of the advisors to Arknos, the elf king.
  26. Although Dwarven rune keys are often usable across clans, they are not completely interchangeable. Thirteen different key configurations are known to exist.
  27. Fairie Dragons will occasionally attach themselves to noble humans of pure heart.
  28. There is growing distrust of the Lay Healer profession, after a few noted incidents of animated limbs attacking their owners.
  29. Some people have had their vision altered so they can see perfectly at night but are blind during the day.
  30. Circus Imperatoris, the entertainment creation of Duke Marcel de Rabelais, has been playing to packed houses all throughout Cafren, especially in the Oleawood and Merasé regions.
  31. An orc wizard has been seeking information on unicorns. His last known location was in the region of Campagna.
  32. The underground passages that connect the various Dwarven cities are inhabited by unusual beasts.
  33. Be kind to everyone you meet. You never know when a random beggar is a displaced princess in disguise.
  34. The Aropan calendar is easy to translate when you realize that the week starts on Monday (i.e., Lunis) and each day name consists of two parts: the Ordinal and the Weekday. For example, Quaterveris is the fourth Friday of the month.
  35. The standard Aropan day begins at sunrise (1:00 Day Cycle) and the minute before this is 12:59 N.C.
  36. Rashes of unnatural animals and plants have been seen in the less habited areas of Aropa. It is rumored that they are being created to terrorize the populace.
  37. There is an academy in Bern that specializes in teaching people the fine art of Alchemy.
  38. Valerie Wesson is teaming up with Jean-Marc Smith to make a new type of weaponry.
  39. Traders from Panis have started carrying a new drink that is made from steaming hard brown beans.
  40. There have been increased dragon attacks against the people of Siraus.
  41. Nur-oiolosse is a powerful clove that grows in the Northern Wastes. It can restore life to a body that has been dead for less than a day, but it has a toxin that kills a day later. Sorel Nuts can neutralize this toxin.
  42. The Campagna region of Cafren makes some of the most intoxicating and addictive wine on the continent.
  43. The region of Baradué is famous for combining stage production with orchestral music.
  44. When an intelligent being becomes too far corrupted, it becomes a demon.
  45. The Eightfold Path can be further subdivided into four pairs of opposing paths: Truth vs. Falsehood; Elements vs. Intangibles; Sun vs. Moon; and World vs. Æther.
  46. The Dumar region of Gherek is the main overland connection between Gherek, Siraus, Lytia and Switz, although many other connections to Siraus and Lytia exist.
  47. The main ways to travel east from Gherek are either by ocean or by travel through the pass at Ispasa.
  48. Several names of Hessian regions have surfaced through contacts at Gherek: Ferres, K'Mir, Kor'Yan, Minoc, Mugal, N'Dif, Nihuna, Tailin, Xi An and Yychis.
  49. The Eight Gifts are most often seen as the corners of a cube, each with a different color. A temple of the Eight Gifts displays the cube with its proper gift uppermost.
  50. Each of the Eightfold Paths encompasses four Ideals, and the sum of these Ideals illustrates the Path.
  51. The leader of the Eightfold Path is an Urloc known only as "His Holiness".
  52. N'Dif language is heavily influenced by Mugal, and vice versa.
  53. The regions of Xi An, Tailin and Kor'Yan were severely devastated after the Black vs. Blue War.
  54. The most common term for a magician in the lands beyond Gherek is "canara". In most of these languages, the "c" is pronounced as "sh".
  55. Urlocs, despite their wide bodies, are usually weaker than other races and prefer to use magic to achieve their ends.
  56. Centaurs have no nation of their own, per se, but rather tend to exist in lands with like-minded races ruling them.
  57. In N'Dif culture, the most common word used is "askiös", which has meanings that in other cultures fall under such words as yes, no, thank you, sorry, excuse me, or please.
  58. There are rumors that the world is actually round, and that if you travel far enough to the west, you will reach the eastern shores of Yychis and/or Xi An.
  59. Physical Science is divided into four main disciplines: Alchemy (fire), Astronomy (air), Geology (earth) and Hydrology (water).
  60. Magicians have reported picking up mana-draining parasites on long teleports or after being hit by the residue of failed spells.
  61. Winged humans have been sighted in recent months.
  62. Hydrologists have been studying the tides, and they believe they have found a series of cycles and epicycles by which they can predict the high and low tides.
  63. The rising of Annos, when it occurs during Night Cycle, is a wonder to behold, as it occurs at the point when the moon is darkest.
  64. Legends speak of a Nilyan dynasty that ruled for nearly 25 centuries, but was overthrown in only one year.
  65. The smartest creatures in the world live in its southernmost city.
  66. Astrologically speaking, the moon is in one of eight phases. Each phase is believed to influence world affairs in a different way. These phases are, in the order of their appearance: New, Crescent Waxing, First Quarter, Gibbous Waxing, Full, Gibbous Waning, Last Quarter and Crescent Waning.
  67. When the Bladehex starts growing, the world must get ready for its major test. It will happen on a year with a Quinaris that occurs five years after the previous Quinarial year.
  68. A cave painting in the Switz foothills shows dwarves, elves and humans fighting a massive drake-like creature under the light of two moons.
  69. Although there are many professions that are focused on one realm of magic exclusively, there are only six that are common to all parts of the world. These are: Animist and Cleric (Channeling), Illusionist and Magician (Essence), and Lay Healer and Mentalist (Mentalism).
  70. Adventurer's Guild officials keep very close ties with the local temple leaders, and cities with large temples tend to attract Guild Headquarters.
  71. The Adventurer's Guild has suspended cross-city bank exchanges. Any coins deposited before the start of the Aropan year have been recorded and 5% of that total is available at any single guild hall. Those deposited after that time are only available at the place deposited.
  72. The elven nation of Aropa is experiencing resistance to the rule of King Arknos, led by a shadowy figure known only as the Crimson Poppinjay.
  73. A Brief History of Philem has been released in Nagymer to mixed reviews.
  74. Just as tangible science is divided into four subsection, intangible science is broken into economics (change), statics (permanence), photology (light), and necrology (darkness).
  75. A race of blue humanoids has been spotted in the mountains of Ferica, near Mt. Jaro in Babue. Unlike the Urlocs, these are shorter humanoids (height values are similar to gnomes and dwarves) who have yet to display any overt magic.
  76. The greater moongates are controlled by a control panel created within Lunum Magnum; the lesser moongates by a similar control panel within Lunum Parvum. Each relies on a pair of batteries containing ten energized stones arranged in a pattern designed by Arbiter himself.
  77. The initiative board is often hidden but never secret. Any player may examine the board at any time for any reason. This does not imply any obligation to explain items found there.
  78. Time designation was altered in the early 3rd Century of the Aropan Calendar. Whereas days and nights ran from a 0:00 to 11:59 in the past, now they run from 1:00 to 12:59.
  79. The Imperial Language underwent a consonant shift throughout the tenth Century of the Aropan Calendar. The "nasal consonant clusters", currently spelled with a leading "n", used to be spelled with a leading "g". Thus "angel" used to be "aggel", and "anxious" used to be "agxious". In addition, one use of the former "x", that of a lengthened "k", was dropped. In cases where the word needed to maintain its lengthened consonantal value, it was often spelled with "ch".
  80. The Lord of Wurmeton Castle requests the presence of all citizens and guests of the K'Mir Empire who are not otherwise busy to attend the marriage of his son Veritas and the Lady Adele Worthington on the 34th day of Rice.
  81. The Temple of Orana in Bern is decorated with diamonds, whereas the Temple of Erora in Aten uses local obsidian.
  82. The Royal Observatory in Spira is the keeper of local time throughout Cafren. Even though the sunrise, "noontime", and sunsets occur at slightly different times across the nation, all of them use Observatory Time, also known as OBS.
  83. East Merek begins its calendar when the sun has reached the northernmost part of its annual circuit.

Saturday, March 22, 2008

The Scroll



This scroll was found in the Lair of the Snow Beast, past the Immortal Man. It was wrapped in the chains of an amulet whose markings resemble those of the full moon.

Friday, January 25, 2008

The Nations And Serpents of Ferica

Ferica is composed of eight nations, each of which contains a primary temple for one of their eight primary deities, all represented by serpents. The names of the nations are the same as the names of the serpent holding a major temple there. The other serpents hold minor temples within each nation.

Each serpent is represented by a band of four colors and an aspect. They will be listed in the left-to-right or top-down order in which the bands are displayed. However, if the leftmost or topmost color is "cold", (meaning it is blue, brown, violet or indigo), the "proper" reading of the bands is either right-to-left or bottom-up, as appropriate.

Babue the Boa has a major temple in the southern part of Ferica, on the eastern shore near the island nation of Gaska.The display order of Babue's bands is blue, brown, red, and orange, and its aspect is angels. This is not surprising, given that Babue is home to a race of flying humans called Hirazi that resemble angels.

Gaska the Python has a major temple on the large island just off Ferica's southeast coast. The display order of Gaska's bands is green, red, brown, and violet, and its aspect is birds. The island is home to a human tribe, most of whom raise birds.

Kona the Anaconda has a major temple in the center of Ferica. The display order of Kona's bands is indigo, blue, green, and red, and its aspect is the underworld. The nation of Kona is home to the continent's Sohleugir population.

Nambi the Cottonmouth has a major temple in the southern part of Ferica, on the western shore. The display order of Nambi's bands is red, orange, violet, and indigo, and its aspect is matter. The nation of Nambi is home to numerous centaurs of various types.

Nilya the Asp has a major temple in the northeast part of Ferica, near the Aashar Desert (called the Desert of Doom by non-Fericans). The display order of Nilya's bands is yellow, green, blue, and brown, and its aspect is spirit. Nilya (the nation) is home to humans. Unlike most humans of Ferica, over half of its priests worship elemental forces, believing them to be the forerunners of the serpents.

Tsudeph the Rattlesnake has a major temple on the southernmost point of the continent of Ferica. The display order of Tsudeph's bands is brown, violet, orange, and yellow, and its aspect is the sky. The nation of Tsudeph is home to humans who are trying to learn how to fly using technology.

Vori the Cobra has a major temple in the westernmost "bulge" of Ferica. The display order of Vori's bands is orange, yellow, indigo, and blue, and its aspect is beasts of burden. The nation of Vori is home to merchants and caravan drivers, most of whom are human, although every known race (elves, halflings, centaurs, and so on) is represented.

Zera the Viper has a major temple in the Aashar Desert. The display order of Zera's bands is violet, indigo, yellow, and green, and its aspect is sentient, mortal life. The nation of Zera has no dominant race; all races are present with approximately equal frequency.


More information will be presented as it becomes available.

Saturday, January 19, 2008

The Montrose Chant

If you don't know what this is, ask your fellow players:

You, betrayed by time and space
Born without a proper grace
To a world befouled and base:
Seek to find your proper place.
Though your world has made you strong,
On the whole, it does you wrong.
You know you do not belong
Where you can not sing your song.
How are you to make it right?
Should you flee or must you fight?
You will know your nascent might
Enter now the healing light.
Destiny you now must face
Run your true appointed race
Find your proper form and case:
Cross the void of time and space!


The above is attributed to "St. Montrose of Erora, Lord Wizard under the Emperor Hadrian"

Return of Bladehex: January 26, 2008

Bladehex will return to its usual Saturday spot on January 26, beginning around 5:00 p.m.

Thursday, August 30, 2007

Calendars of Aropa and Hessia (with modern equivalnets)

Aropa uses a 13-month calendar, each with 28 days. As this only accounts for 364 days, one or two days are added after the 13th month, to account for missing days. These added days are not part of any week, so the months always start on Lunis. This calendar is also called the Cafren calendar.

The months are:
Empesos
Secondos
Tertios
Quartos
Quintos
Sextos
Septimos
Octimos
Novimos
Decimos
Ektos
Elos
Domos


A week-number designator is combined with the day of the week to form the day name. In cases where this would sound clunky, an "n" is added between them. Thus, the 28 days common to all months are officially, in order:
Primalunis
Primanaris
Primameric
Primatorres
Primaveris
Primanodis
Primasolis
Secolunis
Seconaris
Secomeric
Secotorres
Secoveris
Seconodis
Secosolis
Trilunis
Triaris
Trimeric
Tritorres
Triveris
Triodis
Trisolis
Quaterlunis
Quaternaris
Quatermeric
Quatertorres
Quaterveris
Quaternodis
Quatersolis
(Unofficially, certain names have been shortened, such as Primaris for Priminaris, Secodis for Seconodis.)

Dates are given as "the [day name] of [month], Year of Annos [year]". So one might speak of an event happening on the Triodis of Tertios, Year of Annos 1375.

The added days are treated as if they were added to Domos, the last month. So the day after the Quatersolis of Domos is officially called the Quinlunis of Domos. However, since there is only one month with a Quinlunis, most people omit the month. If Annos, the Year Star, rises during the Quinlunis, the next day is the start of the year (i.e., the Primalunis of Empesos). If not, the next day is the Quinaris of Domos (again, most people omit the month), and the following day is the start of the year. The Royal Observatory in Spira, the Capital of Cafren, has an enchanted roof that allows starlight and moonlight to be observed even when obscured by clouds and sun, so there is never a doubt as to when Annos rises.

As for modern equivalence, the Primalunis of Empesos is best equated with our March 1.

The Hessian calendar (also called the Xi An calendar) is based on seasons. There are five recognized seasons, each 73 or 74 days long. Leap Years, which follow the Gregorian rules, add a 74th day to the first season (Cherry).

The seasons, and their modern equivalents, are:
Cherry (Jan. 19 - Apr. 1)
Lilac (Apr. 2 - Jun. 13)
Sunflower (Jun. 14 - Aug. 25)
Rice (Aug. 26 - Nov. 6)
Mistletoe (Nov. 7 - Jan. 18)

The days of the week run normally, and are ordered as follows:
Sunis
Monis
Gallis
Atoris
Falsis
Veris
Elmentis

Dates are normally given as "[day of week], [number] Day of [season], Year [year] of His Holiness". So a typical date might be Veris, 35th Day of Rice, Year 135 of His Holiness.

The Eight Paths of Hessia

Religious thought in Hessia is divided into eight separate but equal paths. Each one has a name, a symbol, and a set of four "ideals" that define it.

Each has a rite that members practice every eight months on the full moon, and are often seen doing things on the new moon of the "opposite" path. Although these are Hessian religious rites, it is more convenient to use Aropan calendar months, as Aropa has a lunar/sidereal calendar. (The new moon usually occurs in the first three days of an Aropan month, and the full moon usually occurs around the 15th day of the month.)

The path of The World will hold rites on the full moon of Empesos, 1376. Its ideals are Change, Earth, Permanence, and Water; and its symbol is a circle seated atop a square. Its opposite is the path of The Aether.

The path of The Moon will hold rites on the full moon of Secondos, 1376. Its ideals are Darkness, Fire, Permanence, and Water; and its symbol is a circle inside a square. Its opposite is the path of The Sun.

The path of The Intangibles will hold its rites on the full moon of Tertios, 1376. Its ideals are Change, Darkness, Light, and Permanence; and its symbol is a triangle pointing downward. Its opposite is the path of The Elements.

The path of Truth will hold its rites on the full moon of Quartos, 1376. Its ideals are Earth, Fire, Light, and Permanence; and its symbol is a circle. Its opposite is the path of Falsehood.

The path of The Aether will hold its rites on the full moon of Quintos, 1376. Its ideals are Air, Darkness, Fire, and Light; and its symbol is a square seated atop a circle. Its opposite is the path of The World.

The path of The Sun will hold its rites on the full moon of Sextos, 1376. Its ideals are Air, Change, Earth, and Light, and its symbol is a square inside a circle. Its opposite is the path of The Moon.

The path of The Elements will hold its rites on the full moon of Septimos, 1376. Its ideals are Air, Earth, Fire, and Water, and its symbol is a triangle pointing upward. Its opposite is the path of The Intangibles.

The path of Falsehood will hold its rites on the full moon of Octimos, 1376. Its ideals are Air, Change, Darkness, and Water, and its symbol is a square. Its opposite is the path of Truth.

Saturday, August 11, 2007

Coins and Numbers in Aropa

The Aropans have developed a system of numbers based in part upon their coinage structure. The coins are standard Rolemaster quarter-ounce mint throughout all of Aropa, and follow the standard 10-1 ratio, but use the Treasure Companion ordering (i.e. Mithril coins are worth 1,000 gold, whereas aluminum coins are worth 100 gold). From greatest value to least, the coins are:
Mithril (only for ceremonial purposes)
Aluminum (rare)
Platinum
Gold
Silver
Bronze
Copper
Tin
Iron (no longer used)


In the early years of Annos (before 750 Y.A.), there were intermediate "coins" that were worth 5 of the smaller coin (or half of the larger coin). In one case (the fur piece), there was no actual coin, but referred to the value of a standard fox pelt. In the case of the eog (truesteel) and laen (trueglass) pieces, these do not exist, but the names are used as placeholders for the numeric system. (They were discovered after the basic system was in place, and represent lower numeric values than mithril, which had been discovered, even though they are worth more than mithril alchemically.) These values are:
Eog (between Mithril and Aluminum)
Laen
Zinc
Jade
Fur
Nickel
Half-copper (origin disputed, but refers either to a crude attempt to alloy copper or a practice of slicing copper coins in half to make change)
Quartz


These 17 values form the basis of the numeric system. The first letter of the smallest value (I), represents a numeric value of 1. The next higher letter, Q (for Quartz), represents 5. Each value then builds up, to the point where Mithril, the largest actual coin, represents a value of 100 million. No provisions have yet been made for larger numbers.

The Aropan system uses subtracive values similar to the Roman numeral system of Earth, but supports the concept of complex subtraction. Aropans use "IQ" to represent the number 4, just as Roman numerals allow "IV" to represent the same thing, but the Aropans allow for subtractions to cross boundaries of order of magnitude. "IB" would be 999 (1,000 - 1), a value that Roman numerals would list as "CMXCIX". Additionally, sometimes a value can be built up (using normal addition rules for numbers) only to be subtracted from an even larger number. This is seen in the current Year of Annos BCTTQNI. "B" represents 1,000, "CTTQ" represents 125, but immediately precedes "N", which represents 500. Thus "CTTQN" represents 375 (500 - 125). Combining all the results (1,000 + 375 + 1), we see that the BCTTQNI represents the year 1376.

Saturday, July 21, 2007

The Bladehex Song

This song was introduced at the beginning of the campaign. With the group composition changing, it bears repeating here.

The first time this song was encountered, it was sung in Elvish. It has since been translated into the common tongue:
When the Seven accepted the One
And added Color to the Grayscale,
Reya gave of her substance,
Indagu gave of his strength
Forging the swords of the Bladehex --
A total of six were made
Vested in them were expressions
Of the elements, gods, and minds.
If ever the hilts start growing,
Dwarf, elf and man must come together.
Extending the blades to the limit --
Defeating the scions of darkness.

Lo! May this day not come, for
If it should ever arrive,
Fiends of the purest disciplines
Expect to engulf the world.
In that day, the Bladehex will respond:
Fate shall select its champions,
Harrowing deeds will be done, and
Every eye will see them.
Extending the blades to the limit --
Defeating the scions of darkness.
Extending the blades to the limit --
Defeating the scions of darkness.

Tuesday, June 5, 2007

The Known Regions

There are three main regions of the world, as reported by the Keeper of the Bladehex. These are known, in broad terms, as Aropa, Ferica, and Hessia.

Aropa
If we consider a map of only the known regions, Aropa would lie in the northwest corner. It is separated from Hessia by a range of mountains on its eastern border inhabited by dragons, and separated from Ferica by an ocean to its south. Aropa has traditional seasons, but the summers are relatively cool and the winters are relatively warm.

The following nations are part of Aropa:

Cafren: This nation is in the western part of Aropa, and it is known for its wine and theatre. It is occupied mostly by humans, with the occasional members of other races.
Gherek: This is the Orc nation. It occupies the southeastern part of Aropa. The city of Ispasa holds the one land passage to Hessia that is not occupied by dragons.
Icy Wastes: Although this is technically separate from Aropa (being too far north to be part of the continent), the Vikings here have raided the Aropan nations of Nagymer, Siraus and Tribnia.
Iliscy: This island lies south of Lytia, and is home to a large halfling population. It is known as a home for unusual beneficial plants.
Lytia: This wooded area in the southern area of Aropa is home to the Elves. It is the nation that is closest to Iliscy.
Nagymer: This is another human nation. It is in the northern part of Aropa and is the home of the Bladehex. Grain, dairy and cattle are their primary business.
Panis: This is a human nation that lives on the peninsula that comprises the southwestern portion of Aropa. Wine and fruit are common products here, and Panis boasts a large number of sailors.
Siraus: This nation lies directly west of the Dragon Mountains. The humans here rely mostly on gathering naturally grown foods, as anything they plant is subject to draconic raids.
Switz: This is the dwarf kingdom in the center of Aropa. The primary business of Switz is smithing and alchemy.
Tribnia: This island nation lies off the northwestern coast of Cafren and is run by humans. While most of the nation keeps to themselves, their cadre of sailors is exceeded only by Panis and the Icy Wastes.

Hessia
This is the area east of the Dragon Mountains. It is also home to several nations.
Ferres: Home to vulfen (wolflike humanoids), this nation lives due east of the Dragons, and lives on small game and gathering.
K'mir: Currently home to Quishadi (a magically constructed race that look like unwrapped, decomposed mummies). The pass at Ispasa in Gherek connects to the city of Nampen in K'mir. Its primary trade is in magical items.
Kor'Yan: This human nation in the northeast of Hessia is home to a nomadic tribe of mountain-dwelling soldiers.
Minoc: Home to the cat-like Idiyva, this nation in north-central Hessia is known for keeping itself out of the Black and Blue War.
Mugal: This nation was a co-leader in the old Xi An Empire of Emperor Shatran, but the loss of King Perseus Charon 25 years ago caused the nation to fall into ruin. It lies in the south-central part of Hessia.
N'dif: The island nation just to the south of Mugal is home to a group of humans who keep mostly to themselves. They operate an island paradise with obscure traditions.
Nihuna: This island nation off the east coast of Xi An is a feudal society of humans that have developed a large number of martial arts schools.
Tailin: This human nation east of Mugal has developed a large number of products all made of rice.
Xi An: This is the largest nation, and the most cultured. All sorts of learning are encouraged here. Although humans rule the nations, there are almost as many Urlocs (shorter blue humanoids with innate magic abilities) in the nation, and most non-governmental organizations are run by Urlocs.
Yychis: The Goblin nation lies between Tailin and Xi An, and is seen as a scourge by all the other nations. However, no one can deny the Yychians' ability to defend their swamp.

Ferica
More information will be given about this area when it becomes available.