The Ashbury Times

June 612

“All The News That Fits, We Print”

 

Blythedale Wins Tournament by Half a Point;

Highly Competitive Tourney Lifts Spirits of Ducal Soldiers

 

On May 19th of 612, the biannual Ashbury team tournament was held in the frontier town of Fairdale.  After a pair of debacles at the previous team tournament in 610, a less than spectacular individual’s tournament in 611, and the recent incapacitation of His Grace, expectations were low for this tournament.  These low expectations were expressed by the knight Ignatious, who publicly refused to participate.  Neither the announcement that His Majesty would be sponsoring the event nor the public support of Grim seemed to inspire many to participate.

On the eve before the start of the Tournament, a few adventurers and nobles professed interest in participating and it looked as if the Tournament might have as few as two teams.  When tragedy struck that evening and two renowned citizens of Ashbury, Dame Daralassia of Ash Forest and Gregor of the Romani, died permanently at the hands of trolls, there was uncertainty whether any teams would be participating.

But in some ways, the twin tragedies sparked the fire of the assembled adventurers.  By morning, five teams were ready to participate, including a hastily formed Nordenn team and a Romani team formed to honor their fallen kin.

Of the five teams, two baronies were represented, Blythedale and Nordenn.  Additionally, dressed in the traditional colors of Trellheim, Vanguard represented the people of the Contested Lands (the former Barony of Trellheim).  The most colorful team was called For Gregor and was formed in memory of the fallen hero.  Finally, a Thessi ambassadorial contingent participated, calling themselves Envoy.

Once all the teams were ready, the Tournament started traditionally with the Colors competition.  The colorful, drum playing Romani easily earned first place while Vanguard earned second place, primarily due to Ithaca mistakenly referring to Blythedale as a duchy and calling Leona an Armani elf (she is Kiergani).

Archery was next and Nordenn stunned everyone by winning handily with more than twice the points of the next best competitor.  

Immediately following Archery, the teams lined up for the Race.  Nordenn’s speed was entirely unmatched, though the remaining teams were relatively close.  Due to one member of Blythedale having a bad run, Ithaca overexerted himself to try to regain position.  As a result he tumbled and severely injured his ankle.  Blythedale would have come in last place, but surprisingly the runner from the Thessi team walked over to him, lifted him up, and helped him to the finish line, pushing Ithaca ahead so that Envoy came in last and Blythedale came in fourth place.

By the end of the third event, the top four teams were each separated by one point and Nordenn was in a surprising first place.  The large crowd was appreciative of the highly competitive nature of the Tournament.  Many locals and ducal soldiers were on hand, rooting for their favorite teams.

The next event was the Three-Man Combat.  This year Combat permitted spells and gasses in order to test mixed tactics.  This change made it possible for the team For Gregor to participate, since the team was composed of no true warriors.  For the most part, might proved dominant over magic or alchemy, though at least one battle did turn on the abilities of a very efficient spell caster.  The final and most impressive battle was for first place between Blythedale and Envoy.  Ithaca’s monstrous blows turned the tide of battle, despite the fact that at least one Envoy participant was a gryphon.

After dinner, the Tournament continued with Trivia, although the Thessi team did not participate.  The teams sat in a circle around Seneschal Trevor Donovan while he quizzed them on various historical, technical, and trivial bits of knowledge.  An early mistake on Trevor’s part proved inconsequential, if a tad embarrassing for the seneschal.  From that point the rest of the contest went rather smoothly, though Vanguard protested angrily when informed that “theft” was not a crime in Ashbury (burglary and larceny are crimes).

Entertainment proceeded immediately after and Envoy returned for that event.  Each of the other four teams presented smart, funny, or entertaining shows.  Blythedale, For Gregor, and Vanguard all performed musical pieces, while Nordenn performed a silent play.  Envoy soured the event by reading an insulting letter to His Majesty, which incited the King to promptly banish the ambassadors from the kingdom and disqualify the team.

The final portion of the Tournament was held the following morning.  The Caster’s Battle was only truly surprising because the presumed strongest contestant, Ren, acting Guildmaster of the Mage’s Guild, was knocked out first.  The Hero’s Battle had a much less surprising result.  Ithaca tromped every opponent handily, though Flint of Vanguard did give him a reasonable challenge.  The most amusing fights all involved Luka, who clearly had no want to fight and almost no skill with which to do so.

Citing more pleasant conditions, the superlatives of the Hunt were held in the tavern.  Going into the superlatives, Blythedale and For Gregor were neck and neck in the Hunt while Nordenn and Vanguard were almost equally out of contention, a fact of which Trevor was heard grumbling over when he pointed out that neither team had even bothered to turn in “a pine cone.”  The two most memorable performances of the superlatives were Ren’s turn at comedy with his disturbing but brilliantly-ended telling of a Gunther’s Knee story and the side splittingly funny “Top Ten Books You Can’t Find in the Bardic College Library” of team Nordenn, reproduced here:

 

TOP 10 BOOKS NOT FOUND IN THE BARDIC COLLEGE!

A carefully compiled and researched list brought to your attention by the Norden Tournament team.

10: Knock Knock: A list of Stone Elf Jokes

9: The Dwarven 12-Step Program by Muggs & Barly

8: A World Without Golems: A Fantasy Novel by Duke Frost

7: The Green Feast: 101 Vegetarian Recipes From the Sarr Nations

6: How to Charm People and Make Friends, by Loscarnos de Morganna

5: Drab! The New Black: a Gypsy Guide to Fashion

4: Top Ten Tropical Vacations Guide by Lord Find’rth

3: Bursh Bursh Bursh! Teef Care for Young Orcs

2: Necromancy For Dummies. No Really, It’s for Dummies! by Qualin Brightoak

1: Growing Leaves In Places They Have Never Been:  A Dryad’s Guide to Puberty

One honorable mention: Imperial Funerals: A Galanthian How To Guide is disqualified from the list as it has been found. It is on semi permanent loan to King Broomis

After the final tally, Blythedale and For Gregor tied for first place in the Hunt, giving each team 4.5 points and putting Blythedale in first place for the tournament by exactly ½ a point over Vanguard.  Amazingly, the final score was even closer than the above suggests.  If Blythedale had gotten one fewer point in the Hunt and had come in second, Blythedale and Vanguard would have tied for first and due to the order of Colors being the tiebreaker for the final score, Vanguard would have won the tournament.

With two first place wins in a row, Blythedale is now looking ahead to 614 to pull off a never before three-peat.

 

 


New Land Artifacts Created with Help of Thessi

 

A tremendous sight now stands in the frontier town of Fairdale in Dara’s Grace: a magnificent portal made from the arcane energies of Icenia itself!

His Majesty, King Broomis, apparently had concocted the concept several years ago, but lacked certain specifics of information as to the powering of the portal.  This information His Majesty was able to obtain from Hagrik Thardik, House Wizard of the House of Thardik in Thessi.  Hagrik is well renown in magical circles for his treatise in blood-empowered ritual magics.  The recent political situation made it possible for His Majesty to convince Thessi to share certain aspects of this “blood magic” with him.

The ritual apparently required two parts: the first of which His Majesty was quite prepared for.  By using his Celestial High Magic abilities to empower his Land Bond, he called a portal (called a Geolithe) from the ground. Albeit successful, this did cause a slight “ripple effect” of magical energies backlashing across the region, which immediately attacked the town.  Once these backlashes were disposed of, His Majesty informed the collected Nobles and Adventurers that for the next 36 hours, they would need to collect small stones which would now be laden with arcane energies.  The “Numen Stones” would be used to fuel not only this Geolithe, but several like it that King Broomis would be erecting in strategic locations throughout the kingdom.

Sunday afternoon, once the adventurers had collected over 100 stones, and decided on how many to use in each Geolithe, His Majesty returned to complete the ritual and empower the Geolithe.  He informed the adventurers there were unusual risks involved:  the backlashes of energy would again occur, and be drawn towards the ritual circle- and able to penetrate it! If they did so and struck His Majesty during the ritual, the resulting ritual backlash could be “unpredictable.” As the ritual began, adventurers were stations both inside and outside of the circle.  Battle ensued, but none of the aberrant energies were able to disrupt the ritual, and a fully functioning Gateway way created- but not without cost. Though the disruption did not cause the ritual to backlash, the disruption of the circle at the time of the ritual’s ending did force an immense amount of arcane energy to course through His Majesty, obliterating him.


Healing on the Run:  A Field Healer’s Guide (Part Three)

 

 

by Natalia Gallonovitch

After last month I feel the need to address a slightly less agonizing, albeit still important, topic. This is mainly for independent career healers, though all should take heed and be mindful. I wouldn’t want to send healers out into the world unprepared for even the most seemingly mundane concerns. So, here it is.

I do so hate to be blunt, but if you intend to spend your life on the battlefield keeping others alive, you must resign yourself to the fact that it will not make you wealthy. There are several reasons for this, some due to the behavior of others, some simply due to the nature of battle itself.

First, and perhaps most obvious, is the simple matter that healers, by their very nature, drop fewer targets in battle than warriors. Dedicated healers rarely, if ever, take substantial amounts of offensive magic. There are simply not enough spells left for offense if you have decided to fully dedicate yourself to healing, and trying to do both often leaves one feeling only marginally successful at each. Treasure acquired during a large battle mostly comes from fallen opponents, and you are simply not felling them yourself, so you do not have first access to their treasure.

Often, the people doing the fighting neglect to search their kills for treasure, so, theoretically, there is still treasure to be collected, but that brings us to the second aspect of the problem.

Generally speaking, collecting treasure on the battlefield is very risky for a healer. Searching a body for treasure, or even bending over to pick up loose treasure, takes a precious few seconds during which an opponent can approach and attack you. Most aggressors can drop most healers with very little effort, especially if the healer is caught unawares. Once you are engaged, you will most likely fall, especially if the enemy engaged you when your back was turned. Additionally, of course, any time you are spending collecting treasure is time you are not spending surveying the field and doing the more important aspect of your job.

Given the nature of treasure on the battlefield, then, it usually falls to the warriors to make sure the healers get paid. They are the ones making the most kills, thus having the most access to treasure looted from enemy bodies. They are also the ones who most often require your services. There are, however, several problems with this natural arrangement.

For one, the people who you will need to rescue most are the less experienced fighters. Most of these individuals are taking out smaller targets, which tend to carry smaller treasure. Also, being inexperienced, they usually are less wealthy to begin with, and often truly need the profit from their kills as much, if not more, than you.

Additionally, the cultural concept of “owning” your kills negatively affects the healer in this situation. The general perception is that the person who did the most damage to the target is the one with the rights to its treasure. This is almost never the healer. It often does not occur to even an honorable fighter that any damage they did to the enemy after the point at which you healed them is damage they could not have done without you.

Now, to be fair, some warriors do understand the value of their healers, and some offer fairly substantial compensation to people they know healed them. But this, alas, is not the majority. You will make some money from healing people on the battlefield, but it will not be substantial. And, most likely, you will never be acquiring the special items, such as magically imbued ones, that are looted in the field of battle.

There is another way of acquiring treasure that is often engaged in by adventurers and adventuring nobles that is a possible avenue to income for a combat healer. Small groups of adventurers and nobles often go on small, specific missions for local people in need or to further some larger military endeavour, and these missions often produce substantial monetary reward. Often, these small teams will not already have adequate healing, and you can offer your services on the mission for a share of the treasure, which is usually, in this case, compiled by anyone who can grab it and redistributed at the end of the mission, due to the smaller nature of the encounter.

The downside to this approach is that the skills specific to the field medic style of healer are best used in a large,  open field of battle, and that these missions usually occur in close quarters (hence the small size of the squad going on them). The dedicated combat healer uses an ability to observe and maneuver about the field as one of his primary means of self defense, a means that is robbed from him in close quarters. In order to go on such missions, then, a field medic needs to either accept the higher level of personal risk and more greatly rely on the fighters to be able to protect him, or he needs to practice skills that are more useful in close quarters and reserve a greater amount of his daily memory for spells that can be used in self-defense.

The practice of healing, therefore, is not to be looked upon as a means to great wealth. It may very well provide you enough to live on, if you are savvy enough, but it does not generally imbibe tremendous monetary rewards. If one wishes to take up battlefield healing, one should, ultimately, do it for other reasons. And if one wishes greater than subsistence wealth, I would recommend taking up an additional craft.

The upside, by the way, is that, although most people do not find the need to make healers wealthy, they do tend to believe that it is important for their healers to be well-fed and safe, so, once you are known to be a good healer, you will likely never want for food or lodging. There will almost always be someone willing to take care of you.


Unusual High Ogre Behavior Analyzed


by Kialda Loa, Child of Autumn

To friends and fellow adventurers: 

I document my experiences here because I feel I have important insight to share.  During the second day of this past gather, adventurers were unexpectedly attacked by a traveling entourage of abnormally aggressive High Ogres.  This attack was quickly followed by the appearance of a black shadowy figure, distinguishable only by the mark of Azer Doon.   I am concerned because the behavior of the High Ogres was most unnatural, and because we have seen creatures and items of Azer Doon before, yet we still have no conclusions or solutions.  Detailing observations and sharing insight is, in my opinion, the best step for us to take at this time.

I therefore chronicle this interaction in hopes that adventurers approach these situations with better understanding - that innocent High Ogres may be peacefully reeducated, and that the abominable, necromantic Azer Doon creatures are more quickly defeated.  I have personally collected some other information about Azer Doon and his cursed items, and am happy to converse with any other knowledgeable individual by private missive.  For this publication, however, my focus will be to cite what I know of High Ogres, explain how their behavior was abnormal, detail what steps the adventurers took, and finally close with my advice on how to address the situation.  I will incidentally include my observations of the Azer Doon creature, and again invite any other friend with insight to please contact me privately.

High Ogres are citizens, and as such they may not legally attack other citizens, nor are they naturally inclined to do so.  High Ogres do have a tendency towards fighting and martial strength, but this is a natural occurrence for many races, such as the Vansir.  This cultural tendency does not inherently lead to unlawful or hurtful actions.  

High Ogres also have a strong bond with the Earth.  If you are familiar with Children of Autumn, sometimes referred to incorrectly as “dryads,” you understand that there are citizens who have a true and physical connection to the Earth and Forest. A High Ogre can feel the Earth with almost the same intimacy and intensity as a Child of Autumn.  This is most remarkable, for High Ogres are naturally very short-lived people.  A High Ogre does not have thousands of years to meditate amongst the trees, like Children of Autumn; the fact that a High Ogre is so connected to the Earth despite their limited life-span speaks volumes about the benevolent potential of each High Ogre.  Certainly, it can be concluded that a High Ogre has the potential to be a wonderful friend of the Forest, and would be physically pained in the presence of necromancy. 

The group of High Ogres that were met at the last gather had ambushed the Black Stag tavern and surrounding fields, claiming that every adventuring citizen was an evil necromancer.  This was most upsetting, for a High Ogre has the distinct ability to clearly feel and distinguish the evils of necromancy in comparison to other magics.  These High Ogres were particularly distasteful of earth casters, including a Child of Autumn like myself, failing to recognize that necromancy would torment me in the same way it torments them.  They were blinded by a pitiable bitterness.  While it is true that there have been instances of certain races with a strong connection to the Forest feeling a bitterness about the modern failure to protect the Earth, this bitterness is generally easily dissuaded and reeducated, and does not normally lead to aggressive or illegal action.

These High Ogres were completely unreasonable, and a battle ensued.   Only in binding one against his will and taking him into the Healers Guild were we able to begin a discussion.  Even then, those adventurers who are more inclined towards anger or quick temperedness were unable to tolerate his behavior.  I cannot emphasize the following enough:  Do not react with anger towards these High Ogres.  Protect yourself on the field of battle if necessary, but your anger only sparks their bitterness.

Through patient discussion, I was able to hear what logic this High Ogre was following, and assist him in some ways, before he eventually renewed his bitterness and fled.  This High Ogre explained to me that he believed it was any hate or distrust the adventurers hold in their heart that would tempt them to use necromancy.  I attempted to slowly explain that I, a Child of Autumn, would never be tempted toward necromancy.  The High Ogre was not interested in listening to words or reason.  The most effective course of action was for me to manifest aura and heal him with Earth Magic, against his will.  I believe this visceral experience with Earth Magic sparked within him a memory of the healing and beauty that can be brought forth from the good-hearted adventurers.  

My conclusion is this:  High Ogres must be treated with respect, as they are civilians, and they will respond more easily if you are patient and kind.  However, they will begin to understand only if they feel Earth Magic used peacefully to heal their wounds.

While many of our efforts were frustrating and futile, be it known that at least one High Ogre has been reeducated to understand our mutual hatred of necromancy, and has pledged a renewed friendship with the adventurers.  This High Ogre has been given a favor to mark herself as non-aggressive ally.  Please contact me privately if you wish for more details.  Please remember – this task was only accomplished with patience, courtesy, and the casting of Earth Magic to heal this High Ogre. 

Lastly, I will cite my observations of the disgusting Azer Doon creature.  It walked through the tavern, seemingly unaggressive.  When it saw the few High Ogres we had bound and were attempting to talk to, it stated “threat!” and began casting necromancy to debilitate them.  If it was attacked by adventurers, it would fall quickly, but then simply stand again and label its attacker “traitor!”  This creature was able to walk in and out of circles of power.  It seemed that this creature was attempting to protect one of its cursed items.  Disposal of these cursed items back into the Tomb of Azer Doon is a topic that other adventurers have more insight about.  

I can generalize the following:  Azer Doon creatures are marked.  They speak in short phrases or single words.  They seem driven by a single task, in relation to cursed items that also bear the mark.  They have been seen dealing incredible amounts of damage and casting necromancy, but only when provoked in certain ways.  Certain people (myself included) have been deceived and cut down by those who look like familiar, friendly adventurers, but (upon closer inspection) are imposters, marked by Azer Doon.

I thank you, friends, for your consideration of these observations and insights.  I am always happy to receive a missive if anyone wishes to further discuss or share any information. 


 

Letters and Missives

 

Greetings to all patrons past and future,

In honor of the diplomatic visit of some of Icenia’s heroes to the Kingdom of Home, the Liche’s Hoard Trading Company will be holding an auction on the evening of the 15th day of this month. Those who have attended our auctions before need not be reminded of the rarity and quality of the items, both magical and non-magical, that we offer at these events. Rare vintages, forgotten alchemy, luxury goods, enchanted weaponry and defenses, ritual scrolls, catalysts and reagents, all these things and more await your perusal and possible purchase.

Looking forward to serving you,

Thaddeus Burntwick

Auctioneer, Liche’s Hoard Trading

PS: The Liche’s Horde will also auction items on behalf of private collectors in exchange for 10% of the proceeds. Items may be auctioned anonymously if that is the owner’s request.

 

 

Daralassia from the Vineyard.” That’s what she called herself when you got to know her. Though she rose through the peerage, she never forgot what it was to be a commoner.

Dame Daralassia was a true knight of Icenia. From those humble beginnings in the vineyard she brought with her a sharp mind, and one of the kindest hearts I’ve ever known. In battle she was fearless, always willing and ready to put herself in harm’s way to protect others. To those who were privileged enough to call her mellon, she was just as steadfast and true, and the world is a darker place without her in it. We will carry on, and strive to be the champions of the right and good, just as she was.

Arrangements will be made for a Spirit Farewell. The exact date and location will be announced once things have been finalized so that those who wish to say their goodbyes may do so. 

Squire Ezri Silverthorn

Court of the Ash Forest

 

 

 

Rai, friends, and fellow adventures. It saddens me to have to tell of this but Gregor Gallonavich was permanently slain in battle when the town of Fairdale was attacked the eighteenth night of last month. To exacerbate matters Dame Darlassia was permanently slain trying to get to him and others that had fallen. My her name live on through our Roma storytellers remember for the great person and hero she was so our people and others do not forget her unselfish actions and sacrifice.

We will be saying goodbye to our brother Gregor on the thirteenth night of October. Details of where that will occur will be announced closer to that time, but it will be the lands of Icenia.

Dmitri

 

 


A Little Birdie Told Me

 

 

By Sue D’Onym

Hello, drearies.  Have you missed me?  Well, I can only remind you that without your missives giving me The News They Don’t Want You To Know, there’s little I can do.  There were hardly any submissions this month.

The big scandal involves Squire Ithaca who had his belt removed for not following Sir Ulthoc’s order.  He then challenged Ulthoc to an honor combat to the death.  When told the terms of the honor combat, Ithaca turned and walked away.  Yeah, that’s exactly the kind of person we want as our nobility, hm?

The deaths of beloved Ashbans Dame Darlassia and Gregor Gallonovich have influenced many.  Gypsies and nobility were seen shaking hands and getting along.  Or maybe this is an example of the fabled “ritual curse” we’ve heard tale of?  

Duke Frost unnerved everyone when he appeared at the Ducal Ball with a strange biata from Thrommel.  Guildmistress Zatarina did not look at all pleased, and mumbled that it was well known that Thrommel was secretly loyal to Thessi and not Ashbury.

And the Thessi team that appeared at the Tournament was not well greeted by most Ashbans.  There was actual booing during their competitions, which may have led to the Thessi dropping out of the Tournament – or at least, that was their stated reason.  Sir Eros was overheard saying “Oh, I feel so sorry for those poor necromantic slavers.”

Well, that’s all for this month.  Be sure to keep those cards and letters coming and remember – If you can’t say something nice about someone, come sit by me.

 

 


A Request from the Editor

 

Good Gentlepeoples of Ashbury:

Over the last few years, my sources of news and information of and within the Adventuring Community has fallen sadly slight. To this end, I must use a sizeable portion of my personal holdings to attempt to get better news!

Running through all issues of 612, I will be accepting submissions en masse from the general populace. Each issue, the article judged as “best” by myself and my staff will win a prize of five gold coins. At the end of the year, the writer of the “best article” from the entire year will win a vial of the Warmth of Fortannis, the Catalyst for the Regeneration Ritual! So, if you and your friends are looking for one, here’s an easy way to get one! Or, if you’re not, they sell really well -- trust me, this thing’s expensive!

What makes an article “best,” you ask? Well, I’ll tell you! It has to be engaging, something people will want to read. It has to attempt to be unbiased in view, and it must be factual - any articles later discovered during the year to be untrue will immediately be discounted from the final prize.

If you wish to have your article posted anonymously, then please inform me of this in the heading of your article, and I’ll see to it that it is done.

Good luck to you all, and happy writing!

Eric Wolcott, Editor in Chief