Torv
2021-02-14, 05:43 PM
Styinor's off Track Market
https://cdn.discordapp.com/attachments/794871932088221769/811936768617742356/Styinorresize.jpg
Danneta-Yvaon
The Ko
Great Scrimthun Unity
Á’Shansholí
Targiz
Uzii Protectorate of Mamut
Star Kingdom of Solais + 1
The eastern and western delegation reach their goals after more than a decade of travel and mapmaking. With them they have skulls engraved in ritual Styinn, describing the safest way to Glaondi Yejon and the craniums of great sages with now outdated invitations from Afbyldi.
Ritual Styinn is an artform where placement and form matter more than a clear continuity, learning all the subtle signs of where the next paragraph will be can take years. Usually it varies greatly depending on the context of the message, on a map description the hard and dangerous passages might be placed inside the eyesockets or behind the upper jaw, reflecting their inaccessibility compared to other parts of the journey. Decoding a ritual skull for the first time is seen as a great honor amongst those using the practice.
In Mamut one group of Ugglos travel along the coast, until they see the divide between the two land-seas. There they sail in until the reach a great structure, searching for Closed-fist Mudmore.
Continuing further south, past a massive forest they eventually find a city beyond their wildest imagination. Unsure of who could lead such a place they give the skull to a very tall human, more finely clothed than the others.
The other group instead travel inlands only to get caught in a trap, saved by a group of scaly creatures they leave one of the skulls behind.
Roaming the land aimlessly they eventually find a walking rock. Marvelling at this wonder they decide that such a mighty creature must be important in some manner and invite them to Glaondi Yejon.
The group reaching Tarandi has an easier time finding recipients as the first place they set foot on proves to be the home of the water controlling humans.
Further south a unified nation seems to stretch on forever along the coast, deciding to travel further inland instead they leave a skull behind with the natives, gesticulating for it to be taken to someone important.
Motioning their way towards the stars landing they are surprised when the fireworshippers and star callers turn out to be in the same place. Debating for a while they decided to give such a powerful nation two invitations, in a gesture of goodwill.
Styinor is a stony city flowing along the ridge of Troustur Hreggur, situated in the northern half of Glaondi Yejon the nearest port lies about a day’s travel on foot away. The buildings are small and rectangular in shape and from afar the staggered layout seems disconnected, with certain sections walled of without an entrance but what rises from the ridge is only half of the tale. The old community of Troustur Hreggur lies beneath, a twisting maze of nooks, crannies and narrow tunnels. Newer and more stable tunnels serve as straight walkways between different parts of the upper city however the differences of new and old bleed together in more than one place and a wrong turn often leads into the haphazardly web of original tunnels below.
Lightning in tunnels is provided by pyroemerald/smaragds, they glow for a long time if they are kept anywhere but in cold darkness. The tunnels both cold and dark and often damp too. As the city has grown the practice of basking the crystals in the sun during the day has created the plains of dusk, open marketplaces during the night they light up with countless teal specks before people collect the rocks for their nightly routines.
Hoyrrobryikkun is by far the largest duskplain, surrounded by a low wall and an inner rim of houses, where every merchant worth their salts sleep, other important Ugglos have their own living quarters in the tunnels of Bryikkun (https://cdn.discordapp.com/attachments/794871932088221769/810958155105566720/20210215_203622.jpg) below. A path equally parts uneven stairs and roads leads down towards the nearest port, anyone entering the plaza for the first time will notice a tall tower without any windows under construction and a thick building of massive boulders on the left side, usually guarded by a pair of beefy Ugglos from different guilds.
A quarter of the plaza has been sectioned of with large tarps stretched between stone pillars An, so far, unnecessary precaution in the clear and chilly spring night. Under the tarps a group of ugglos are working franticly, carrying out large tables with the usual refreshments, raw fish in seagrass. A recent addition are a few cooked crabs and large bouquets of flowers. The rest of the sandy plaza is bristling with merchant activity, stands being raised and wares displayed on rugs, leaving the minimum of room for customers to walk. Most of the other Ugglos there seems largely uninterested in the merchants, instead focusing their gaze on the path.
The last forerunners from Afbyld’s decade old mission had returned little over a week ago, re-telling stories of their discoveries in the land-seas. Most Ugglos had seen a human by this point but the tension of meeting other new nations could almost be touched in the air. Unlike other nights when the market only become lit by a few smaragds and the nightsky after dusk had fallen it now emanated a faint cyan light from a multitude of gems stuck to pillars, stands, laid on rugs and tied around wrists.
Ferirbadi, a young Ugglo on the verge of adulthood stood near the gate, at the top of the path. He was surrounded by a retinue of older Sagus, clinging to their pointy “walking sticks”. Dressed in a tunica embroided with Styinn runes he had a thoughtful look in his eyes and greeted everyone passing into Hoyrrobryikkun, to the elders’ dismay. Supposed to be a figurehead they were no longer sure who manipulated whom and questioning the youngling infront of the other guilds would be unwise. For some reason peers constantly surrounded Ferirbadi these days.
Londkannuaur is pacing under the tarps. Having travelled all over the isles and even personally met the Uhtsi his presence at this event, crammed with people, were not optional. Despite a life at sea the years had been kind to him and he still walked with a hop in every step. Wanderlust still intact all it would take for him to go off on one last quest were a fanciful tale to chase until its end.
Hof, a masterful smith and well-versed in the art of Somtvinno stands in a small hut, built on the side of the guarded building. She’s dressed in a thick leather tunica and have blister marks on her forearms. White tools glimmering with a faint green light hang from the walls, and only the more well dressed Ugglos seem interested in her goods.
Holfviti is coming up from a small tunnel and walks around on the crowded plaza with a large basket, trying to catch glimpses of the visitors. Believing in the old ways his fervours devotion lies behind the recent growth of the Daezirn Integrity Cult. Their beliefs are even more sceptic towards any land-dwellers than other Ugglo’s and he is sure to make his opinions well-known, if he gets the oportunity.
Stone-breaker, a fuzzy bumblebee three feet long is flying around a large copper bucket under the tarps, while a Sagu watches her with a truthseer at his side. They seem to be in a deep discussion over Daezirn-history and Holfviti is intent on listening, while accidentally walking by the couple multiple times. (Played by Xanxost)
Lady of Fire is a younger bumblebee. She is currently buzzing around Hofmeyjon with all the enthusiasm her two feet of length can muster. Hofmeyjon, an Ugglo on the shorter side is dancing wildly, while blowing into a thick blade of grass, producing a piping sound. Hofmeyjon sometimes gets nudged by Lady of Fire when she takes a step out of rhythm and they both seem to enjoy their weird performance. (Played by Xanxost)
Auction
Buy an artifact, bidding ends with the war-deadline and is wheighted at about 70/30 between offers and acting like a decent person.
Effects (Approved by Dark): +2 to buyouts or +1 to resist raids across dark blue borders, use reasonable targeting.
Feel free to co-operate with offfers. There is only one artifact available though. Artifact name to be decided/workshopped with the buyer and be delivered via dip action next round.
Born at the right time Hof was one of the first Ugglos able to pick up the real art of smithing after centuries of struggles. Raised on tales of legendary smiths from old time, forging masterful pieces worthy of heroes she is looking to do more than just engrave simple tools in liquid flames. It would require more resources than she has at hand objects ready to tell a story, seeing the intricately engraved skulls some of the visitors are carrying she hatches a plan. Raising her voice over the murmur of the crowd she announces.
Visitors from far away lands come here and see the enchanted weapons of our forge! Glimmering in the dark they will never let you become cold and though they seem britle they are as sturdy as any metal. I could turn your invitations into objects with properties beyond your wildest dreams. Come here and see the wonders of Somtvinno for yourself!
While Hof appreciates knowledge as much as the next Ugglo what she's really after are objects of the old world for her own studies and a bit of good materials to create her own mythical items.
Explore Troustur Hreggur
A Ugglo settlement holds much more than meets the eyes at first, with secrets hidden behind every corner for those that know where to look.
Risks: Strained IC relationships, especially if entering guarded areas. Sneaking around is expected, getting caught is a sin.
Rewards:Ways to mess with or even change the direction of the Ugglos, a few require mechanical actions to act on.
Mechanics: Use intrigue with the event rules (https://cdn.discordapp.com/attachments/794871932088221769/811569742791311360/20210217_130811.jpg). Outright noes are reserved for sneaking 30ft ents into 7ft high tunnels and the likes. Normal bonuses for investigations apply, e.g. those with TSR rep 2 or higher get a +2 bonus. Answers will to a limited degree depend on the investigation fluff.
Target Numbers
Investigate the market, TN 6, open OoC knowledge.
Enter narrow tunnels, TN 10, D.I.C knowledge.
Enter Bryikkun, TN 12 (8 for Daezirn players), internal politics.
Find Bryikkun Hall, TN 14, further politics
Go deeper (requires the character to be in Bryikkun or the tunnels), TN 18, hidden lore.
Other opportunities might arise during the event.
Dance Off
The Bozuls communicate with a combination of buzzing and dance. An odd form of talking for most others it’s often quite the event when someone tries and a small circle of spectators have formed around the Lady of Fire while others try to mimic her speech to the best of their abilities.
Roll Diplomacy per the event rules (https://cdn.discordapp.com/attachments/794871932088221769/811569742791311360/20210217_130811.jpg), to try and follow the bumbelbee’s movements.
<TN12: the contestant stumbles around as the dancing becomes too complex.
TN12: the contestant manages to pull off an impressive dance, to the delight of the spectators.
TN16 the contestant “buzzes” successfully while dancing and learns a simple phrase in Bozul
Other
Londkannuaur is currently limited to Daezirn only, unless quest jank is used to get him to Mamut with a Scrim hero.
Murder games?
https://cdn.discordapp.com/attachments/794871932088221769/811936768617742356/Styinorresize.jpg
Danneta-Yvaon
The Ko
Great Scrimthun Unity
Á’Shansholí
Targiz
Uzii Protectorate of Mamut
Star Kingdom of Solais + 1
The eastern and western delegation reach their goals after more than a decade of travel and mapmaking. With them they have skulls engraved in ritual Styinn, describing the safest way to Glaondi Yejon and the craniums of great sages with now outdated invitations from Afbyldi.
Ritual Styinn is an artform where placement and form matter more than a clear continuity, learning all the subtle signs of where the next paragraph will be can take years. Usually it varies greatly depending on the context of the message, on a map description the hard and dangerous passages might be placed inside the eyesockets or behind the upper jaw, reflecting their inaccessibility compared to other parts of the journey. Decoding a ritual skull for the first time is seen as a great honor amongst those using the practice.
In Mamut one group of Ugglos travel along the coast, until they see the divide between the two land-seas. There they sail in until the reach a great structure, searching for Closed-fist Mudmore.
Continuing further south, past a massive forest they eventually find a city beyond their wildest imagination. Unsure of who could lead such a place they give the skull to a very tall human, more finely clothed than the others.
The other group instead travel inlands only to get caught in a trap, saved by a group of scaly creatures they leave one of the skulls behind.
Roaming the land aimlessly they eventually find a walking rock. Marvelling at this wonder they decide that such a mighty creature must be important in some manner and invite them to Glaondi Yejon.
The group reaching Tarandi has an easier time finding recipients as the first place they set foot on proves to be the home of the water controlling humans.
Further south a unified nation seems to stretch on forever along the coast, deciding to travel further inland instead they leave a skull behind with the natives, gesticulating for it to be taken to someone important.
Motioning their way towards the stars landing they are surprised when the fireworshippers and star callers turn out to be in the same place. Debating for a while they decided to give such a powerful nation two invitations, in a gesture of goodwill.
Styinor is a stony city flowing along the ridge of Troustur Hreggur, situated in the northern half of Glaondi Yejon the nearest port lies about a day’s travel on foot away. The buildings are small and rectangular in shape and from afar the staggered layout seems disconnected, with certain sections walled of without an entrance but what rises from the ridge is only half of the tale. The old community of Troustur Hreggur lies beneath, a twisting maze of nooks, crannies and narrow tunnels. Newer and more stable tunnels serve as straight walkways between different parts of the upper city however the differences of new and old bleed together in more than one place and a wrong turn often leads into the haphazardly web of original tunnels below.
Lightning in tunnels is provided by pyroemerald/smaragds, they glow for a long time if they are kept anywhere but in cold darkness. The tunnels both cold and dark and often damp too. As the city has grown the practice of basking the crystals in the sun during the day has created the plains of dusk, open marketplaces during the night they light up with countless teal specks before people collect the rocks for their nightly routines.
Hoyrrobryikkun is by far the largest duskplain, surrounded by a low wall and an inner rim of houses, where every merchant worth their salts sleep, other important Ugglos have their own living quarters in the tunnels of Bryikkun (https://cdn.discordapp.com/attachments/794871932088221769/810958155105566720/20210215_203622.jpg) below. A path equally parts uneven stairs and roads leads down towards the nearest port, anyone entering the plaza for the first time will notice a tall tower without any windows under construction and a thick building of massive boulders on the left side, usually guarded by a pair of beefy Ugglos from different guilds.
A quarter of the plaza has been sectioned of with large tarps stretched between stone pillars An, so far, unnecessary precaution in the clear and chilly spring night. Under the tarps a group of ugglos are working franticly, carrying out large tables with the usual refreshments, raw fish in seagrass. A recent addition are a few cooked crabs and large bouquets of flowers. The rest of the sandy plaza is bristling with merchant activity, stands being raised and wares displayed on rugs, leaving the minimum of room for customers to walk. Most of the other Ugglos there seems largely uninterested in the merchants, instead focusing their gaze on the path.
The last forerunners from Afbyld’s decade old mission had returned little over a week ago, re-telling stories of their discoveries in the land-seas. Most Ugglos had seen a human by this point but the tension of meeting other new nations could almost be touched in the air. Unlike other nights when the market only become lit by a few smaragds and the nightsky after dusk had fallen it now emanated a faint cyan light from a multitude of gems stuck to pillars, stands, laid on rugs and tied around wrists.
Ferirbadi, a young Ugglo on the verge of adulthood stood near the gate, at the top of the path. He was surrounded by a retinue of older Sagus, clinging to their pointy “walking sticks”. Dressed in a tunica embroided with Styinn runes he had a thoughtful look in his eyes and greeted everyone passing into Hoyrrobryikkun, to the elders’ dismay. Supposed to be a figurehead they were no longer sure who manipulated whom and questioning the youngling infront of the other guilds would be unwise. For some reason peers constantly surrounded Ferirbadi these days.
Londkannuaur is pacing under the tarps. Having travelled all over the isles and even personally met the Uhtsi his presence at this event, crammed with people, were not optional. Despite a life at sea the years had been kind to him and he still walked with a hop in every step. Wanderlust still intact all it would take for him to go off on one last quest were a fanciful tale to chase until its end.
Hof, a masterful smith and well-versed in the art of Somtvinno stands in a small hut, built on the side of the guarded building. She’s dressed in a thick leather tunica and have blister marks on her forearms. White tools glimmering with a faint green light hang from the walls, and only the more well dressed Ugglos seem interested in her goods.
Holfviti is coming up from a small tunnel and walks around on the crowded plaza with a large basket, trying to catch glimpses of the visitors. Believing in the old ways his fervours devotion lies behind the recent growth of the Daezirn Integrity Cult. Their beliefs are even more sceptic towards any land-dwellers than other Ugglo’s and he is sure to make his opinions well-known, if he gets the oportunity.
Stone-breaker, a fuzzy bumblebee three feet long is flying around a large copper bucket under the tarps, while a Sagu watches her with a truthseer at his side. They seem to be in a deep discussion over Daezirn-history and Holfviti is intent on listening, while accidentally walking by the couple multiple times. (Played by Xanxost)
Lady of Fire is a younger bumblebee. She is currently buzzing around Hofmeyjon with all the enthusiasm her two feet of length can muster. Hofmeyjon, an Ugglo on the shorter side is dancing wildly, while blowing into a thick blade of grass, producing a piping sound. Hofmeyjon sometimes gets nudged by Lady of Fire when she takes a step out of rhythm and they both seem to enjoy their weird performance. (Played by Xanxost)
Auction
Buy an artifact, bidding ends with the war-deadline and is wheighted at about 70/30 between offers and acting like a decent person.
Effects (Approved by Dark): +2 to buyouts or +1 to resist raids across dark blue borders, use reasonable targeting.
Feel free to co-operate with offfers. There is only one artifact available though. Artifact name to be decided/workshopped with the buyer and be delivered via dip action next round.
Born at the right time Hof was one of the first Ugglos able to pick up the real art of smithing after centuries of struggles. Raised on tales of legendary smiths from old time, forging masterful pieces worthy of heroes she is looking to do more than just engrave simple tools in liquid flames. It would require more resources than she has at hand objects ready to tell a story, seeing the intricately engraved skulls some of the visitors are carrying she hatches a plan. Raising her voice over the murmur of the crowd she announces.
Visitors from far away lands come here and see the enchanted weapons of our forge! Glimmering in the dark they will never let you become cold and though they seem britle they are as sturdy as any metal. I could turn your invitations into objects with properties beyond your wildest dreams. Come here and see the wonders of Somtvinno for yourself!
While Hof appreciates knowledge as much as the next Ugglo what she's really after are objects of the old world for her own studies and a bit of good materials to create her own mythical items.
Explore Troustur Hreggur
A Ugglo settlement holds much more than meets the eyes at first, with secrets hidden behind every corner for those that know where to look.
Risks: Strained IC relationships, especially if entering guarded areas. Sneaking around is expected, getting caught is a sin.
Rewards:Ways to mess with or even change the direction of the Ugglos, a few require mechanical actions to act on.
Mechanics: Use intrigue with the event rules (https://cdn.discordapp.com/attachments/794871932088221769/811569742791311360/20210217_130811.jpg). Outright noes are reserved for sneaking 30ft ents into 7ft high tunnels and the likes. Normal bonuses for investigations apply, e.g. those with TSR rep 2 or higher get a +2 bonus. Answers will to a limited degree depend on the investigation fluff.
Target Numbers
Investigate the market, TN 6, open OoC knowledge.
Enter narrow tunnels, TN 10, D.I.C knowledge.
Enter Bryikkun, TN 12 (8 for Daezirn players), internal politics.
Find Bryikkun Hall, TN 14, further politics
Go deeper (requires the character to be in Bryikkun or the tunnels), TN 18, hidden lore.
Other opportunities might arise during the event.
Dance Off
The Bozuls communicate with a combination of buzzing and dance. An odd form of talking for most others it’s often quite the event when someone tries and a small circle of spectators have formed around the Lady of Fire while others try to mimic her speech to the best of their abilities.
Roll Diplomacy per the event rules (https://cdn.discordapp.com/attachments/794871932088221769/811569742791311360/20210217_130811.jpg), to try and follow the bumbelbee’s movements.
<TN12: the contestant stumbles around as the dancing becomes too complex.
TN12: the contestant manages to pull off an impressive dance, to the delight of the spectators.
TN16 the contestant “buzzes” successfully while dancing and learns a simple phrase in Bozul
Other
Londkannuaur is currently limited to Daezirn only, unless quest jank is used to get him to Mamut with a Scrim hero.
Murder games?