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The Master Of Zooz


Malchik

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ooc> Rapidly I hope.

 

You return to the roof and to your host knowing that your time in the High City is limited. You are lucky enough to catch him just as he is about to leave for work. He does not look best pleased to be stopped so any question you have had better be pertinent.

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"Ah Tui, you look like you are in a hurry. We were just wondering if there are any islands near Memtuz, and if there are, are they inhabited?" T'skar turns her pale green eyes to the man, listening intently to his reply.
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"Islands? Yes, a great many but they are all tiny craggy outcroppings. There are a number of lighthouses with keepers but no settlements. The south east coast gets a lot of bad weather and the seas are rough. No one would be able to live out there unless in a small community and there are no islands large enough to support them. The south and south-west coasts are better protected and there are inhabited islands off that part of the coast. But the only really significant holiday destination is Ippikander. I must get on. Don't forget your passes expire shortly."
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"Do you think I know the name of everyone in Bashkher? Or even in Memtuz? Ask at the emporium. I doubt if they will know either but there is more comprehensive knowledge of Bashkher there than anywhere else in Kolokon."
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"I suppose we shouldn't waste our day." T'skar turns toward the Emporium, looking for the Memtuz, Lopor, and Selma pavilions, hoping for some kind of clue as to what to do next.
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The Memtuz emporium gives you no further information. The Selma shop sells a great deal of what appears to be folk crafts in bright patterns - clothes, crockery, wooden furniture. They have not heard of anyone called Auriel but they confirm that there are several islands near to Selma.

 

The smooth talking shop assistant seems to have a good grasp of his home city.

 

"Seven islands are inhabited, all accessible by boat from Selma harbour. Six are served daily, the seventh only once per month. There are - rumours about the place - unproven and surely invented about vampires and ghosts. I went there once. The town of Caolla is a jolly place but it's all squashed into the southern tip. The land to the north is left empty. They say the building that occupies the northern part of the island is evil and keep away. But nothing has come from it in hundreds of years according to the townsfolk. It's hard to see what they are worried about."

 

The goods on sale from Lopor are far more practical. There are a lot of foodstuffs, especially sweet cakes. Other goods are umbrellas, furniture and fittings more suited to commerce than home life and stars. There are many representations of stars. Two girls serving are happy to talk. The stars are symbols of Lopor, famous for it's very ancient Star Temple. They are aware of four island south of Lopor.

 

"They are sand bars really, very low lying. Two are uninhabited. One they are trying to build up as a rival to Ippikander but at the moment it's only home to a few itinerant workers. The other island has a small community that tries to live life as it must have been three hundred years ago. Crackpots if you ask me, but harmless enough. They make the umbrellas we sell here. Otherwise they would find it hard to live."

 

When you ask of Auriel they shake their heads. "No children in either habitation. At least not yet. It's not really suitable for them."

 

As you leave the Lopor pavillion clutching a bag of sweetmeats you notice a mage stumbling around as if totally disorientated.

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OOC> Short summary of events

 

You are looking to replace a sword tip from one of the swords made by the Master of Zooz. There are either eight or nine of these.

 

According to Mascor the expert on these swords there are 8 and their locations are -

Swords 1-5 in museums Papred, Dohoti, Dohoti, Ippikander, Memtuz

No.6 lost at sea off Golconar

No.7 last heard of in the ruined city of Akitaron

No.8 hidden somewhere in Zooz

No.9 conjectural atm no info available

 

 

You know/have the done the following

Sword 1 - once in Papred museum has been given to you

Sword 2 - you have stolen from Dohoti

Sword 3 - you have seen well protected in Dohoti. It is not missing a tip

Sword 4 - in Ippikander, you know nothing about atm

Sword 5 - in Memtuz. is not well looked after according to Tiu

Sword 6 - you need a breathe water spell and to get this must find Auriel (current posts relate)

Sword 7 - you need to talk to a mage Nikishastra who lives in Ippikander

Sword 8 - you must see what Zooz has to offer

 

There is no specific order to obtaining the swords although given the geographical shape of the place you might prefer to deal with Ippikander, Akitaron and Zooz before moving back eastwards. However this does not matter.

 

Hope this clarifies.

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Aldhelm is just about to ask Kyrika a question about her shapeshifting ability when suddenly he feels a strange burning sensation. He looks down at his chest, only to see blackness, suddenly everything and everyone is gone. The burning subsides and suddenly Aldhelm is spread eagled on the ground. He gets up and brushes the dust from his traveling clothes and looks around.

 

He is standing in a marketplace?!?

 

Women and children pass by with bundles of goods. Merchants bustle around in the marketplace, bartering in loud voices.

 

Stumbling over to a nearby barrel, Aldhelm grabs on to keep himself from passing out. Everything eventually stabilizes and he is able to stand up though he is still rather woozy. The merchants have begun to give him odd looks. The women began to shoo the children in the opposite direction of him.

 

"How? Wha...." Aldhelm is beyond words at this moment. As he is trying to figure out what has happened to him there he sees two men come out of shop.

 

Still rather spellshocked, he walks over to the men and says, "Excuse me strangers, but what is this land, errr region, called, might I ask? As you can most likely tell, I am utter stranger to these parts. I recently became "acquainted" with these lands a few moments ago."

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