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"Too often days swiftly pass / Weeping in the evening grass / There just is not enough time / Forthings you dreamt you'd do / The hours still drift by.

"Too many years, too high a cost / Too many lessons earned but lost / And still you complain all the time / Cursing the days before you / Lamentng the days gone by.

"And finally laying in your bed / Staring skyward, nearly dead / It all floods back one last time, / The chances that you left behind / But alas there's little left to do / ... but cry."

Dirimoran song

The Thugs of Naztu
1 Amarad 653 - 2 Amarad 653

The group investigates Urlun's Kirin apartment and are ambushed by Eshi thugs.  The ring is nowhere to be found.  While most are exploring the South Shore gambling scene, Ferveo speaks at length with their captive and gains insight into the Jadthàri underground.  When Zuroolly returns the prisoner reveals more about what happened.

Zuroolly led them along the North Shore until they reach the Sharm Kirin.  After inspecting the foot of the span for some minutes, they continued across and soon found the apartment building where Urlun Lokor had lived.  Vorén climbed over the wooden gate and granted entrance into the courtyard beyond. Here two staircases rose around a waterfall that fell peacefully into a fountain.  The walls of the courtyard were lined with well-tended potted plants.

Finding Urlun's apartment, the group discovered that it had been ransacked previously.  Among the detritus was found evidence of the young man's life, though all items of worth were had been removed.  While investigating, Ferveo noticed a man entering the apartment.  When he turned to greet him, the man lifted a crossbow and fired, striking the wall.  Ferveo charged at the man who dropped the crossbow, drawing a short sword.  Zuroolly wove a quick spell from the bedroom but it did not seem to take hold.  Vorén leapt from the studio balcony to a walkway below and circled the building as Silda advanced on the crossbowman with her greatsword.  The man cut at Ferveo as Silda carved into him with her blade.  The man turned on the barbarian woman but was cut down before he could strike.

Behind the man, his supporters watched in horror as a bloody swordtip emerged from his back.  One of the men turned and fled from the building as the second stepped forward to skewer Silda with a trident.  Zuroolly cast another spell and the man stood dazedly while the swordwoman cut him unmercifully from shoulder to loins.  Ferveo leapt across the carnage and pursued the fleeing thug into the streets.

In the street, the man could hear the swift footsteps of the monk approaching, and so stopped, turned, and charged with his flail and shield.  The two clashed and exchanged many blows.  Vorén stepped from the shadows and stabbed at the thug, but his attempt failed.  Seeing this assassin from the shadows, the thug turned and struck at Vorén while the monk pounded the man with a flurry of fists.  Feeling his chances flee him, and the blood running down his leg from the pale one's blade, the man panicked and fled.  As he turned the monk kicked him in the back, sending him sprawling into the shell and lime street.  Vorén and Ferveo returned with the subdued thug, encountering no guards on the way.

At the apartment, Vorén noticed that the neighboring apartment door was ajar.  Listening he heard thumping coming from inside.  Prowling into the apartment he discovered a small family tied and bound against the wall, the father was scooting himself across the floor to find something to cut his bindings.  The Neveren stepped in front of him and drew a knife.  Color drained from the man's face, and a young girl cried and screamed from behind her gag.  Vorén walked behind the man and cut him loose, proceeding to free his family as well.  After thanks and explanations, Silda arrived dragging one of the gutted thugs.  The man explained that he was one of the group that had done this, and pled for her to take the man from his home.  With thanks for freeing them and dealing with the thugs, the man returned from the next room with a small pouch of coins which promptly disappeared between Vorén and Silda.

Almost nightsdeep, he group decided to travel to the South Shore and see if they could find any leads in the gambling establishments there.  Ferveo offered to stay behind and watch the prisoner, who though wakened did not seem to understand what people were saying.  Once everyone was gone the man addressed Ferveo in broken Jadthàri and explained much of what had transpired, as best he knew.  Once Ferveo learned of the underground connections to this incident he prodded for the name of the man's boss, but he would not reveal it.  The bound thug offered to tell him in exchange for letting him go.  At this Ferveo exhaustively explained the differences of wrong and right, and how reparations must be made for injustices.  The man seemed confused by the conversation, insisting in his broken talk that it was okay to make deals instead of getting authorities involved.

Near the docks, the group spoke with an attendant Red Guard while waiting for a boat to arrive to ferry them to the South Shore.  The soldier didn't seem to know anything about Urlun Lokor or gambling establishments but was fairly confident that those kinds of areas could be found where they were heading.  In the early morning hours they reached a large stadium where a scattered crowd were watching a burly Ogdar skewer hapless Uren with a long iron pike, to the delight of onlookers.  During the fight a spectator fell into the pit, and was soon lanced.  The crowd roared its approval.  Zuroolly talked to people in the stands and learned that gambling could be found in the corridors beneath the stands.  While heading down into the lower stadium, Silda and Vorén watched some more of the fighting.  Six scourge bearing attendants emerged and corraled the Ogdar back into his underground cell.  Next two swordswomen entered the arena followed by a meek man with a spear.  The swordswomen toyed with the man, leaving small bleeding cuts all over his body.  Vorén placed a friendly bet with a man sitting nearby, but it turned out the man had more blood in him than first imagined, and Vorén lost his money.  Shortly following this, with the dawn's glow faint in the misty distance, Silda and Vorén found a nearby tavern.

Beneath the stadium, Zuroolly found several people familiar with Urlun.  The mention of Urlun in fact got him free entrance into one of the gambling chambers.  After talking with several people, he learned that Urlun sometimes came here and often lost lots of money, didn't run high debts, and was well-liked by those who played better than him.  

Come morning, Zuroolly returned via boat to the North Shore and went to check-up on Ferveo and the prisoner.  Entering the apartment, he heard a conversation in the bedroom.  Ferveo explained that the man did speak a little Jadthàri.  Zuroolly pounced on this opportunity to interrogate the prisoner.  Weaving a small sparking magic between his hands he walked toward the bound thug and threatened to cook him slowly with the arcing electricity between his hands.  The man cowered.  They soon learned that he was hired by Telsur, the crossbowman lying dead in the next room after Telsur could not find the ring following the death of Urlun Lokor.  Their boss, an underworld figure named Naztu, had ordered Telsur, on pain of death, to find the ring and return it to him.  He further explained what Telsur had told him what had transpired on the twenty-third of In'Orol.  He explained that there had been a game of Yzan held at the apartment and that Urlun had lost.  Urlun had walked into the studio to get the money, but then leapt from the balcony into the river below, beginning a pursuit that would lead Natzu's men into the Old City.  In the Old City, Urlun was killed but the ring was never found.

30 Nov 2000


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People

Urlun Lokor (Ari4)
Naztu (...)

Introducing

Yzan:  A high-stakes game of chance.  The basic game is played with four or more 6-sided dice.  Each die has six symbols (twelve total) and each symbol has a different meaning, which interacts differently with each other symbol.  Two command dice are rolled by a tablemaster.  Based on the command roll, each of the players places two bets.  The self-bet is the chance that the player can beat the roll.  The outside-bet is the chance another player will beat the roll.  The tablemaster will meet the single highest bets on the table, but may limit the maximum bet.  Two player dice are rolled by each player.  This roll is compared to the command roll.  If it is equal or less than the command roll, the tablemaster wins.  If it is greater the roll is compared to other players' rolls.

Each symbol on the dice have a color (white, yellow, green, blue, red, black).  Color to symbol correlation may vary between dice, as long as no colors are repeated on any one die.  Colors are ranked by the order listed above (lowest to highest).  Two like symbols of different colors are not equal.  Common symbols are mouse, rabbit, cat, dog, dragon.

There are many variations of Yzan.  A popular variation allows a player at the beginning of the game to "buy" more dice for a set fee, determined by the tablemaster.  These dice are "bought" and the purchasing money set aside.  Bought-dice may each be used once, at any time during play.  They have multiple uses.  Use 1, is to compliment a player's roll; the bought-die replaces the lowest roll (whether its better or not), Use 2, is to change the pay-off, which can force an opponent to pay-out more than he bet (x1, x1, x1, x2, x3).  Bought-dice do not affect the tablemaster.

Ref. PHB (Player's Handbook), © Wizards of the Coast