At the request of Sir Dealaan, a shipwright from the Sinking Bay (the inner harbour where the ships are built) came to inspect the ship on your 3rd day in port. She spent about an hour checking it over and another hour talking to Captain Wien and Finn about the ship. When she's done, she spits on the deck and says "ach - the long and short o' it is the ship's shoddily built. She's full of knots, got fat lines, a sallow bow and looks like a dead hawg in a mud puddle. From the talk o' yer captain she handles like a dead hawg too. That she stayed afloat this long is a testament to the skill of those who piloted her.
"It'll cost about a 800 gp to fix the rigging and the storm damage, but on a whole this ship isn't much good - she's worth about 2,500gp but you'd probably get about half of that if ye were to sell her as is, maybe a little more if ye fixed 'er up."
With a gruff apology about not having better news, she hands you a docket certifying the work done and asks for her fee - 45sp for a full ship assessment.
17.5.10
An Offer of Freeddom - Diaday, 22nd of Famine, Year of the New Discovery 744
On the morning after the sale moratorium on the slaves has expired, Rundin, Sir Dealaan and Finn are asked to gather at the port master's office on the slave docks (where the slave ship is docked). You ask Navear to accompany you because of his professed knowledge of trade mercantile dealings. Waiting for you at the port master's office are Captain Wien, the Port Master who assessed your cargo on arrival and a grey-haired officer of the Slaver's Guild. Standing with the guild officer is a Hobgoblin, dressed in what appears to be a navy captain's uniform.
"I am Lailix Inaroo" the Guild officer says. "I am here today in my capacity as an officer of the Guild of Slavers, and I am prepared to make you an offer for your cargo." (Those of you local to Zoa recognize Lailix as a Council Elder and Mistress of the Vault - the equivalent of the Zoan mint). She hands you a formal looking ledger with the cargo of slaves annotated by quantity, race, and value:
Goods on offer:
40 criminals sentenced to slavery in Kalamar (35 humans, 1 half-hobgoblin, 4 half-orcs - all male)
1,080.00
26 male hobgoblins - prisoners of the Kors that were sold into slavery
1,501.50
1 massive male hobgoblin - a fearsome fighter;
536.25
81 Dejy Tribespeople (54 male, 27 female)
729.00
7 halflings (6 male, 1 female)
147.00
8 dwarves (all male & a note saying they are skilled craftsmen)
1,496.00
1 half-elf (adolescent female)
400.00
"all prices, of course, are in Zoan gold coin," continues Lailix after you have all looked at the document. "On the Port Master's authority, this offer will stand for 24 hours after which it will be reassessed based on the conditions of the market. You may also apply for a license to sell the slaves yourselves, or release them - though do the latter without providing for them in some way would almost certainly result in their returning to the condition of slavery. Inform the Port Master of your decision when you are ready. Good Day." Turning brusquely on her heel, she marches purposefuly from the office.
When the old woman is gone, the hobgoblin steps forward. In a guttural voice he announces "I am Malzuk, Captain of the Rostak's Bell - a keshow in the Zoan navy. I have been delegated to bring you counsel and to advise you of the Council's concerns regarding the fate of these hobgoblin slaves you have brought into the city." Turning to the Port Master, Malzuk asks him formally "Port Master Soruukei, may I have the private use of your office for a short time?"
"By all means, please do" answers the port master, a trifle nervously. As he scurries from the room, Malzuk stands at attention and gives the fist-to-heart salute of the Zoan Navy. When you are alone with this rather strange figure, the Hobgoblin continues. "You will notice the fair price for the hobgoblins offered by the slave guild. This is because the Navy has contracted to purchase these slaves from the guild should you sell them. They will train under me and should they prove worthy be enlisted in the Zoan navy, where they may eventually win their freedom." Malzuk pause to let this sink in. Then he goes on. "I am also obliged to tell you also that should you keep the hobgoblins as your own, the Council requires you to register with the guild of mercenaries as a Company of
Hireswords, for this can be the only use for such slaves. Further, the Council reminds you that a mercenary company may only have thirty members within the city walls at any given time; that they may not unsheath their weapons unless in their own defense; and that the sword tax is due from a slave's owner should the slave carry a blade within the city.
"Finally, I offer this advice to you - should you free the hobgoblins out of hand they will likely turn on you and your crew. A hobgoblin values nothing more than Honour, and should you give a gift so great as their freedom without their earning of it, they will have no respect for you. The only way they would be able to repay that debt and restore their Honour is with your blood. Do you have a decision? Or do you wish to consult privately?"
(Players can comment in character on the blog)
"I am Lailix Inaroo" the Guild officer says. "I am here today in my capacity as an officer of the Guild of Slavers, and I am prepared to make you an offer for your cargo." (Those of you local to Zoa recognize Lailix as a Council Elder and Mistress of the Vault - the equivalent of the Zoan mint). She hands you a formal looking ledger with the cargo of slaves annotated by quantity, race, and value:
Goods on offer:
40 criminals sentenced to slavery in Kalamar (35 humans, 1 half-hobgoblin, 4 half-orcs - all male)
1,080.00
26 male hobgoblins - prisoners of the Kors that were sold into slavery
1,501.50
1 massive male hobgoblin - a fearsome fighter;
536.25
81 Dejy Tribespeople (54 male, 27 female)
729.00
7 halflings (6 male, 1 female)
147.00
8 dwarves (all male & a note saying they are skilled craftsmen)
1,496.00
1 half-elf (adolescent female)
400.00
"all prices, of course, are in Zoan gold coin," continues Lailix after you have all looked at the document. "On the Port Master's authority, this offer will stand for 24 hours after which it will be reassessed based on the conditions of the market. You may also apply for a license to sell the slaves yourselves, or release them - though do the latter without providing for them in some way would almost certainly result in their returning to the condition of slavery. Inform the Port Master of your decision when you are ready. Good Day." Turning brusquely on her heel, she marches purposefuly from the office.
When the old woman is gone, the hobgoblin steps forward. In a guttural voice he announces "I am Malzuk, Captain of the Rostak's Bell - a keshow in the Zoan navy. I have been delegated to bring you counsel and to advise you of the Council's concerns regarding the fate of these hobgoblin slaves you have brought into the city." Turning to the Port Master, Malzuk asks him formally "Port Master Soruukei, may I have the private use of your office for a short time?"
"By all means, please do" answers the port master, a trifle nervously. As he scurries from the room, Malzuk stands at attention and gives the fist-to-heart salute of the Zoan Navy. When you are alone with this rather strange figure, the Hobgoblin continues. "You will notice the fair price for the hobgoblins offered by the slave guild. This is because the Navy has contracted to purchase these slaves from the guild should you sell them. They will train under me and should they prove worthy be enlisted in the Zoan navy, where they may eventually win their freedom." Malzuk pause to let this sink in. Then he goes on. "I am also obliged to tell you also that should you keep the hobgoblins as your own, the Council requires you to register with the guild of mercenaries as a Company of
Hireswords, for this can be the only use for such slaves. Further, the Council reminds you that a mercenary company may only have thirty members within the city walls at any given time; that they may not unsheath their weapons unless in their own defense; and that the sword tax is due from a slave's owner should the slave carry a blade within the city.
"Finally, I offer this advice to you - should you free the hobgoblins out of hand they will likely turn on you and your crew. A hobgoblin values nothing more than Honour, and should you give a gift so great as their freedom without their earning of it, they will have no respect for you. The only way they would be able to repay that debt and restore their Honour is with your blood. Do you have a decision? Or do you wish to consult privately?"
(Players can comment in character on the blog)
16.5.10
Dealann's Story - 19-20 of Famine, YND 744
Entry 1 - Upon your return to the Children's chapterhouse adjacent to the Cathedral, you request of your superior the privacy of the Chapterhouse library to meet with Baram, your Steward. High up and facing the harbour, the room has a warm, dry breeze that is a pleaseant relief from the muggy streets. Baram brings you up to date on the news from your estate - ploughing for the spring planting will start soon and the new maid, Adako, is fitting in well with the household. You instruct Baram to make provision for Ammeria (the young half-elf you rescued), the female sailor Lejla, and your Aunt to move to the country and discuss with him a few other plans that may require his skills (your entertainment plans, and your plans for the keep).
Reviewing the ledgers of your estate and the decisions of your steward give is a relaxing task and gives you a moment to center your thoughts, then you turn to the more pressing task of advising the Council of the keep and its possibilities. Finally, you pen a quick note to Lantern Xookaer and Councilor Werlen, and ask your chapter commander to support yor plans for the ceremony to repatriate the Cup of Peace.
Early the next day, you take Captain Wien and visit the families of the two sailors killed in action fighting the slaver crew. Though the wages and extra gold you bring are received with good grace, you leave behind grieving parents, widowed wives and sons who will never know their fathers.
With that unpleasant task out of the way, you check on the arrangements for Halaan's forge. You find the narrow vine covered three story building on the north side of Artisan's District without much difficulty. Halaan, Geolain and Navear are all busy inside setting up an array of strangely shaped glass jars, tubes, and other equipment that you can't even begin to guess the purpose of. Seeing you're not of much use inside, you decide to work the neighbourhood, knocking on the doors of the neighbouring homes and workshops and letting them know that any strange activity at the forge has your official sanction as Honoured Defender and that if they have any concerns or worries they can contact you directly at the Chapter House. You get a mixed set of reactions, some are simply uninterested, others are a little awed to be singled out for your attention, some are frigntened by the prospect of mysterious magiks being worked so close to where they live. Some people are not home, and servants or apprentices duly take messages. No one has any objections, however. Satisfied that Halaan is in good hands, you go to the Crossed Cutlasses to enjoy a beer and a meal with Baram.
Reviewing the ledgers of your estate and the decisions of your steward give is a relaxing task and gives you a moment to center your thoughts, then you turn to the more pressing task of advising the Council of the keep and its possibilities. Finally, you pen a quick note to Lantern Xookaer and Councilor Werlen, and ask your chapter commander to support yor plans for the ceremony to repatriate the Cup of Peace.
Early the next day, you take Captain Wien and visit the families of the two sailors killed in action fighting the slaver crew. Though the wages and extra gold you bring are received with good grace, you leave behind grieving parents, widowed wives and sons who will never know their fathers.
With that unpleasant task out of the way, you check on the arrangements for Halaan's forge. You find the narrow vine covered three story building on the north side of Artisan's District without much difficulty. Halaan, Geolain and Navear are all busy inside setting up an array of strangely shaped glass jars, tubes, and other equipment that you can't even begin to guess the purpose of. Seeing you're not of much use inside, you decide to work the neighbourhood, knocking on the doors of the neighbouring homes and workshops and letting them know that any strange activity at the forge has your official sanction as Honoured Defender and that if they have any concerns or worries they can contact you directly at the Chapter House. You get a mixed set of reactions, some are simply uninterested, others are a little awed to be singled out for your attention, some are frigntened by the prospect of mysterious magiks being worked so close to where they live. Some people are not home, and servants or apprentices duly take messages. No one has any objections, however. Satisfied that Halaan is in good hands, you go to the Crossed Cutlasses to enjoy a beer and a meal with Baram.
Rundin's Story - Homeday, 19th of Famine YND 744
Entry 1 - Your great show of strength in releasing your kinsmen from slavery leaves you exhausted. Once free, your kin set to work releasing the other dwarves and halflings in the lower hold, and they struggle weakly up the ladder. You help those who need it, though most hold their heads high to show that slavery has not broken their spirit.
On deck, they gather around you and pepper you with questions. You make sure everyone is fed again from the batch of rice & pork that Sir Dealann had ordered cooked up and explain that they are in Zoa and that you will help to settle them in the demi-human communities here. 'How will I manage this?' you wonder as you head back towards the deck where Dealann, Finn & Neroon are heatedly debating the fate of the slaves.
Fortunately, you remember Stiruck, the dwarven merchant you rescued outside of Haanex and the advice he gave to seek out his friend Purgild in Small Town should you need a friend in Zoa. Leaving the slave ship, you head for Small Town. The moment you ask for directions, the Karastan emigrants recognize you as one of their own by the thick mountain accent that permeates your dwarven speech. They willingly give you directions to Purgild's workshop.
"What's that you say? A friend of Stiruck's? And from the Mountains too, by the look of you. Come in!" you assume the burly, blackbearded dwarf who ushers you into the shop must be Purgild. "what do you need today? A brother mendicant like yourself has no need of my skills in working steel and there's other who can work fine metals better than I. What brings you here?"
Leaning on his counter, you explain the situation you are in and that you need help. Purgild runs his hands through his beard and mutters an occasional "aye" as you relate your tale. When you're finished, Purgild assures you that the dwarves & halflings can be settled in Small Town or sent to the communities that surround Zoa. Feeling satisfied with the arrangements, you head back to the slave ship. On the way, you stop at a market stall and purchase 15 sets of clothing (mark off 15sp) so those you freed can discard there rags and go to there new homes with dignity.
On deck, they gather around you and pepper you with questions. You make sure everyone is fed again from the batch of rice & pork that Sir Dealann had ordered cooked up and explain that they are in Zoa and that you will help to settle them in the demi-human communities here. 'How will I manage this?' you wonder as you head back towards the deck where Dealann, Finn & Neroon are heatedly debating the fate of the slaves.
Fortunately, you remember Stiruck, the dwarven merchant you rescued outside of Haanex and the advice he gave to seek out his friend Purgild in Small Town should you need a friend in Zoa. Leaving the slave ship, you head for Small Town. The moment you ask for directions, the Karastan emigrants recognize you as one of their own by the thick mountain accent that permeates your dwarven speech. They willingly give you directions to Purgild's workshop.
"What's that you say? A friend of Stiruck's? And from the Mountains too, by the look of you. Come in!" you assume the burly, blackbearded dwarf who ushers you into the shop must be Purgild. "what do you need today? A brother mendicant like yourself has no need of my skills in working steel and there's other who can work fine metals better than I. What brings you here?"
Leaning on his counter, you explain the situation you are in and that you need help. Purgild runs his hands through his beard and mutters an occasional "aye" as you relate your tale. When you're finished, Purgild assures you that the dwarves & halflings can be settled in Small Town or sent to the communities that surround Zoa. Feeling satisfied with the arrangements, you head back to the slave ship. On the way, you stop at a market stall and purchase 15 sets of clothing (mark off 15sp) so those you freed can discard there rags and go to there new homes with dignity.
The Slaver's Journal
Here is the excerpt of the slaver captain's journal as related to you by Finn Allan:
From what you can gather, the slaver ship left the Kalamaran port of Sobeteta on the 20th of Harvest, Year 563 in the Imperial Reckoning, with a cargo of demi-human and human slaves, rice, salt pork and rough wine. It sailed west, skipping the Kalamaran capital of Bet Kalamar and putting in at Oloseta on the coast of Tarisato, a province in southern Kalamar and the last civilized stop before making the run to Reanaarian Bay. There they took on a cargo of Hobgoblin criminals condemned to slavery - the captain writes at length about how each one is chained separately so that they can be handled more easily. They also picked up a very interesting passenger - a Baron from the north of Kalamar, who bought passage and some transport space for a small cargo of fine wines to Zoa.
From the coast of Tarisato, the ship headed to Reanaaria, but unusually for a slaver, after it rounded the peninsula of the Obakasek jungle, the ship took several side trips back to the coast at the direction of the Baron. They would hug the coast for several days, and the Baron would stand at the rail - scanning the shore for some signal, sign or landmark. Other than complaining about the delays, the captain passed the time by charting these waters, and it looks like he has made one or two useful sea charts of sections of the coast. At one point the slavers came across a tribe of Dejy humans fishing on the shore, and posing as simple traders the slave captain ambushed the tribes people, capturing many. Any that were unsuitable for sale he tossed overboard, within sight of land but hardly within swimming distance for a child or old woman. You detect a note of glee in the captain's writings as he relates how furious the Baron was over the delay - you get the idea that these two did not get along, and wonder what other little games of spite they played.
There are only two other passages of interest: on the 12th of Famine (after 2 months at sea) the Baron finally spotted the landmark he was looking for and took a boat to shore. The Baron returned after about 3 hours. The second passage relates to a change of course on the 17th of Famine - it seems unexpected because there are only calculations, and the simple sentence - "at the Baron's direction we have changed course for Aaser - City of pirates. May the Gawds save all our souls."
Two days later they encountered your ship, and you can't help but wonder - was the attack on your boat another attempt by the Captain to spite the Baron? Did you help the right side?
From what you can gather, the slaver ship left the Kalamaran port of Sobeteta on the 20th of Harvest, Year 563 in the Imperial Reckoning, with a cargo of demi-human and human slaves, rice, salt pork and rough wine. It sailed west, skipping the Kalamaran capital of Bet Kalamar and putting in at Oloseta on the coast of Tarisato, a province in southern Kalamar and the last civilized stop before making the run to Reanaarian Bay. There they took on a cargo of Hobgoblin criminals condemned to slavery - the captain writes at length about how each one is chained separately so that they can be handled more easily. They also picked up a very interesting passenger - a Baron from the north of Kalamar, who bought passage and some transport space for a small cargo of fine wines to Zoa.
From the coast of Tarisato, the ship headed to Reanaaria, but unusually for a slaver, after it rounded the peninsula of the Obakasek jungle, the ship took several side trips back to the coast at the direction of the Baron. They would hug the coast for several days, and the Baron would stand at the rail - scanning the shore for some signal, sign or landmark. Other than complaining about the delays, the captain passed the time by charting these waters, and it looks like he has made one or two useful sea charts of sections of the coast. At one point the slavers came across a tribe of Dejy humans fishing on the shore, and posing as simple traders the slave captain ambushed the tribes people, capturing many. Any that were unsuitable for sale he tossed overboard, within sight of land but hardly within swimming distance for a child or old woman. You detect a note of glee in the captain's writings as he relates how furious the Baron was over the delay - you get the idea that these two did not get along, and wonder what other little games of spite they played.
There are only two other passages of interest: on the 12th of Famine (after 2 months at sea) the Baron finally spotted the landmark he was looking for and took a boat to shore. The Baron returned after about 3 hours. The second passage relates to a change of course on the 17th of Famine - it seems unexpected because there are only calculations, and the simple sentence - "at the Baron's direction we have changed course for Aaser - City of pirates. May the Gawds save all our souls."
Two days later they encountered your ship, and you can't help but wonder - was the attack on your boat another attempt by the Captain to spite the Baron? Did you help the right side?
8.5.10
Homeday, 19th Day of Famine, Year of the New Discovery 744
...inside the Assembly of Light's opulent church in the Circle of Gawds, Neroon and Sir Dealaan Falamora kneel before the Altar of Light. Bright Sunlight streams through the clear sixty foot windows, illuminating the throng of worshippers, faithful, and curious who were caught up in the procession from the wharf. The church has not been this full in many a Godday. Lantern Xookaer, the leader of the Zoan faithful, holds the Cup of Peace high and the choir raises its voices in song:
"Oh shine on me to make them see such a wonderful sight in the noonday light...
As the sunlight touches the chalice, it appears fill with light and the emarald crystal turns bright ruby red before your uplifted eyes. The crowd stands in awed silence.
****** ****** ****** ****** ******
...across town, Rundin guides Navear, Halaan and Haruna to Geolain's tower. Rumour runs ahead of you in the streets:
"the Cup of Peace has been returned!"
"they came off the same ship as the Cup!"
"is it true? has the Cup been found?"
As strangers to this city, you can only marvel at how fast the rumour has traveled and the excitement that the return of a simple piece of crockery has created in young and old alike, even here in the Dregs. But for them, its not just a cup, its a symbol of a happier, more prosperous times when the Zoan navy ruled the Bay and kept peace amongst its neighbours. As you approach the silver gates of Geolain's Tower a boy in sailor's garb catches you up. He is breathless from running. You recognize him from among the crew of Hyperion.
"Ralaan! what is it?" asks Rundin.
Ralaan pauses, gasping for breath "Sir, its the Baron sir, he's gone!"
"Gone?" this from Navear.
"Disappeared! Escaped!"
Rundin meets the worried gaze of Navear. "We have to get back to the ship!"
****** ****** ****** ****** ******
On the steps of the Assembly church, Sir Dealaan and Neroon are receiving the same news. Dealaan is furious. "Faluvar Dilegel gave me his word! Let's get back to the ship."
Not noticing Sir Dealaan's anger, Neroon is looking across the bay. "look, that ship coming into harbour... seems familiar..." he grabs Dealann's arm. "It's that slaver we took! Finn and Captain Wien have made it home and only a few hours behind us!"
Sir Dealaan and Neroon hurriedly push the crowds towards the warf.
"Oh shine on me to make them see such a wonderful sight in the noonday light...
As the sunlight touches the chalice, it appears fill with light and the emarald crystal turns bright ruby red before your uplifted eyes. The crowd stands in awed silence.
****** ****** ****** ****** ******
...across town, Rundin guides Navear, Halaan and Haruna to Geolain's tower. Rumour runs ahead of you in the streets:
"the Cup of Peace has been returned!"
"they came off the same ship as the Cup!"
"is it true? has the Cup been found?"
As strangers to this city, you can only marvel at how fast the rumour has traveled and the excitement that the return of a simple piece of crockery has created in young and old alike, even here in the Dregs. But for them, its not just a cup, its a symbol of a happier, more prosperous times when the Zoan navy ruled the Bay and kept peace amongst its neighbours. As you approach the silver gates of Geolain's Tower a boy in sailor's garb catches you up. He is breathless from running. You recognize him from among the crew of Hyperion.
"Ralaan! what is it?" asks Rundin.
Ralaan pauses, gasping for breath "Sir, its the Baron sir, he's gone!"
"Gone?" this from Navear.
"Disappeared! Escaped!"
Rundin meets the worried gaze of Navear. "We have to get back to the ship!"
****** ****** ****** ****** ******
On the steps of the Assembly church, Sir Dealaan and Neroon are receiving the same news. Dealaan is furious. "Faluvar Dilegel gave me his word! Let's get back to the ship."
Not noticing Sir Dealaan's anger, Neroon is looking across the bay. "look, that ship coming into harbour... seems familiar..." he grabs Dealann's arm. "It's that slaver we took! Finn and Captain Wien have made it home and only a few hours behind us!"
Sir Dealaan and Neroon hurriedly push the crowds towards the warf.
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