QTG Player Notes

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Here are Player Notes to accompany the Quayam, Thirsten, and Gristel game. Each entry corresponds to one SAGA session, either a solitary evening or an entire weekend. We title each session with the SAGA date at the beginning of the session. In the notes, we list attendance and the real-world date of the session itself. Kirk plays Quayam, Chris plays Thristen. Kevan the dramaturgist plays most other characters. We begin with things to do.

To Do

  1. TOHA Accounts: Including adding the Talisman to the list of assets.
  2. Adventure Idea: Where are the highest mountains on Clarus? Given that wyverns can't carry a person above 4,000 m or so, no matter how light, an adventure at 5,000 m would be interesting.
  3. Adventure Idea: go to planet XV to study the conjunction XVXV1, which occurs every 172 Cdays and connects two points on XV separated by only 10.8 km. Guard wizards while they set up a system of light beams to measure the time shift of the conjunction, and to see if a conjunction could be used, in theory, to send a beam of light back into the past.
  4. Required Equipment: Hot stones to keep you warm when flying in winter.
  5. Compose: What is the town on the High Road of Taerin, where another road goes north to Anplery? That town is half-way between Kent and the Roden Mountains. The trip to the Roden Mountains is one thousand kilometers across mostly desert, with a few oasis towns on the way.
  6. Neuroth Invasion: An exodus of Neurothi soldiers commencing in the spring of 2487. The Neuroth population is 1.0 M. The next census is 2488. The previous one was 2474. The population of Clarus has grown to 110 million, with population blocks for only 100 million. The plot owners with excess population are looking to buy blocks. The Celtic Pantheon has arranged to sell five hundred of its one thousand population blocks for $10B Olympian dollars, or $20M each. In the past few centuries, one block has been worth around $10M. When managed conservatively, a Claran population block earns $100k/yr, or $100 per person. At a purchase price of $10M, the return on investment is 1% per year. Over-count fines wipe out 100 years of such profit in 10 years. But Clarus has been yielding good profits over the past few decades, so that many pantheons are making $200/person. The value of blocks has doubled. The Neuroth panthon is orchestrating an exodus of as many men, women, and children as can be persuaded to join in, to sweep across the outlands to their own destruction.
  7. Neurothi Crusaders: The Neurothi exodus is a Holy Crusade to cleanse the Sapien Homelands (the Outlands, where Mareo used to be) of hellspawn, re-claim the Holy Lands of the Encircling Mountains (Gelden) from the Demons of Hell, steal the vast piles of treasure they believe demons and hellspawn are hoarding, and set out into the desert to sack Pakesh and raze it to the ground so as to wipe out the scourge of sorcery. On the way to Pakesh, they may or may not rampage through Varay, which is a nation contaminated by the blood of hellspawn and needs to be shown how pure-blooded sapiens make war. Or they might go east of the Iron Mountains and avoid Varay alltogether.
  8. Celtic Pantheon: So far as the Celtic Pantheon is concerned, their intention is for the crusaders to keep going, having a great time, until they are all dead, while doing damage only to the holders of the Outland, Varayan, and Ursian temple plots, none of whom are buyers of the Neuroth population blocks. With effective persuasion, the Celtic pantheon is betting on getting at least half their population to join the crusade, so that will be 500k people, including men, women and children.
  9. General Dragut: Dragut makes sure the Great Army has an air force of 10 wyverns and 100 griffs, delivered from Olympia and paid for by the Celtic Pantheon. He knows that the pantheon does not expect anyone to survive this mission, and he himself can think of no better way to die than in a great war. He is near the end of his days, no matter what longevity drugs he takes. Dragut's generals are 10-20th level fighters, see Adventurer Level Distribution in Neuroth. Of the one hundred or so 20-40th level fighters native to Neuroth, only one in five agree to embark upon this crusade, and they form his personal guard, which he uses to direct special operations and the air force. Their loyalty to the cause varies from passionate to mercenary, but they respect Dragut and trust that this adventure will at least be profitable. The median age of Neuroth is 13 and the average age is 21. Those 13 and under are 0-level fighters with no dodging points, those 14 and over are 1st level or higher. The distribution of ages in the army will be: 100k children, 400k soldiers, 80% infantry, 10% cavalry, 10% archers.
  10. Allies of the Crusaders: The crusade will be joined by 100k male and female soldiers from Grototh, 50% cavalry, 50% infantry, whose pantheon is selling population blocks also. The crusade will be joined by many other smaller groups from the surrounding nations, such as The Brotherhood of Light. The Crusade is being discussed and decided upon now, in Neuroth, Grototh, and Kent.
  11. Defense of Outlands: The invasion of the Outlands threatens to wipe out the orcs and overrun and destroy the Trans Outland Highway. The orcs must unite to have any chance of surviving. They may need Varay's help. If the orcs are defeated, Varay might be overrun as well as the Holy Crusade makes its way to Pakesh to wipe out the wizards as weell. Varay has grain stores that can feed the army and plenty of water for the army to drink. The orcs and their armies may flee the Crusaders, leaving the path to Varay open. There are two un-named nations on the Mid-Western Idonius map. One of these could be a place upon which the temple plot is for sale, and QTG could buy it through Aries, making a place large enough to hold most orc survivors. First, QTG would have to go make themselves rulers of the nation, whatever that nation may be, which will be a series of adventures. If the orcs leave the Outlands, the Reconciliation Treaty puts responsibility for the orc population outside the Outlands on the Princes of Hell, as well the population count of the crusaders, who may be in the Outlands at the time of the next census. Both such outcomes are obviously unfair, so the Reconciliation Treaty will be destabilized. It may be repealed. Quayam, Gristel, and Thristen would be right in the middle of it all. If we pre-suppose that pride prevents Garaz from taking orders from Rackhammer, there could be a pressing need to defeat Garaz in an early spring campaign, before the Crusaders arrive, or to stall the Crusaders until the orcs can be united. Thristen may find he has to go fight in the tournament in Ankh and become king of Ankh for the duration of the summer campaign of 2487, which will be a fight for survival against the Crusaders.
  12. Supplying War: The Celtic Pantheon is earning $10B from its sale of population blocks, and is willing to provide up to $1B of summoned food for the Great Army. At $100/day/person that's 10M person-days worth of food, to be delivered as Dragut sees fit. For an army of 500k, that's 20 days of food.
  13. Space Ships: Space exploration is an ambition of Ursian wizards. They need better thrusters.
  14. Thristen Family: Discussed Darkeye and Grandad: Grandad is Travis's twin brother. Resolve that both are still alive. They disappeared at one point when Travis was young. Darkeye took Grandad to Domus, thinking Travis was dead after a particularly disastrous battle. Travis grew up and became one of the soldiers of the Dark Side, then escaped to Domus. Grandad is going to show up one day, and Darkeye too, looking for Thristen in his own time. Need to figure out details, but the idea is to bring both characters back into the game in such a way as to create tension over time travel and destiny, and to bring Thristen's affair with Zak to a crisis of sorts.
  15. Shabboth: Some daemons can make demons, but not particularly well. The result is shabboth in large numbers. These tend to have skulls made of 1-mm steel, and have command words in rattikit that are not recorded anywhere. They have no fear, don't last more than a few years of use, and are disposable servants for the nightmare daemons. We should introduce these into the game as the new "kill them and don't feel guilty" creature. They are machines with only primitive feelings.

30th October 2486

  1. Attendance: Chris, Kevan, Kirk, 01-DEC-19, 97 Boylston St, Watertown.
  2. We deploy the new KAC program of planets and conjunctions. It is early autumn in the northern hemisphere of Clarus. There are no conjunctions open, but CSXM1 will open in six days in northern Neuroth. Tonight the moon will be one day past full.

27th October 2486

  1. Attendance: Kirk, Chris, Kevan, Norfolk Road, 27-OCT-17.

18th October 2486

  1. Attendance: Kirk, Chris, Kevan, Quinton, 27 Loring Street, 29-APR-17
  2. To govern the arial combat with ten black orc wyvern riders, we devise the following system. The fight is divided into rounds, as always, but the rounds will be ten seconds each. In each round Quayam, Gristel, and Thristen each exchange fire with one and only one enemy. We dismiss the possibility of two black orcs firing upon one target in one round as unlikely because all wyverns are moving so fast, turning so quickly and erratically, that two allies firing at the same target is not only difficult to arrange, but will carry an unacceptable risk of collision or hitting the wrong wyvern. We pick a nominal range for the exchange of fire at 25 m/s, and this value is 30 m. We compare the rider level of the two combatants, and adjust the range according to the difference. If one rider has rider level ten higher than the other, her range is 20 m and the other's range is 40 m when the shots are fired. We account for faster flight due to a lighter load in the following way: for each 1 m/s faster one rider flies than the other, her range is reduced by one and the other's range is increased by one. The riders have the option to fire multiple shots during the exchange, and Quayam, Gristel, and Thristen choose to do so most of the time.
  3. For example, when Quayam (figher level 32, rider level 15, 25 m/s, medium bow) exchanges fire with Tyrannusbone of Dag (figher level 15, rider level 15, 25 m/s, heavy bow), Quayam's to-hit roll is 1 − 32 (fl) + 15 (firing from wyvern-back) − 10 (enemy wyvern is a large target) + 6 (five extents to 30 m) + 20 (four shots in one round) = 0. Tyrannusbone's to-hit roll is 1 − 15 (fl) + 15 − 10 + 5 (five extents to 30 m) + 10 (two shots in one round) = 6.
  4. Each time the rider must dodge a shot on behalf of his wyvern, he loses two dodging points, not just one. When an enemy flies past Quayam, he fires four arrows and every one of them will be on target. When he uses +5 arrows with his +5 bow, almost every shot will penetrate the wyvern's six-point armor, and so almost every one of his shots must be dodged. His adversaries are jinking continuously, a combination of yawing, skidding, slipping, and pitch-ups to get out of the way of fire, while at the same time they must look for an opportunity to fire back.
  5. At the end of the arial battle, TQG down to 12, 17, and 2 dp respectively, wyverns down to 10, 6, and 3 hp.
  6. We award 33 kxp to QTG each for the Sphere of Alyosha, which we deem to be worth at least $10M.

12th October 2486

  1. Attendance: Kirk, Chris, and Kevan, 27 Loring Street, 03-FEB-17.
  2. Award experience for Amulet of Arianna $10M = 100 kgp = 33 kxp each.
  3. The fight with the goblins on Raven Mountain takes twenty-one combat rounds.

30th September 2486

  1. Attendance: Kirk, Chris, Kevan, Norfolk Road, 25-NOV-16.
  2. We discuss the definition of a Hacker's Inn. It is a place where an adventurer can rest in peace, with no fear of attack. That is to say: if you can get to a Hacker's Inn, you can rest up and get your dodging points back. Most Hacker's Inns are owned by groups of adventurers. The adventurer celebrities who visit the Inns attract a far larger number of other customers, but it is the adventurers themselves who enforce the rule of no conflict between adventurers, and no attacks upon adventurers within the compound of the Inn. This respect for the Hacker's Inn is the closest thing to a shared code of conduct that adventurers have. There is no formal procedure for punishing those that violate the sanctuary of a Hacker's Inn, but each violation will result in a plan for punishment, and that plan will be executed by adventurers capable of tackling the violator.
  3. In order to make money, a Hacker Inn must accommodate the most wealthy and accomplished adventurers, not because they contribute a significant amount of revenue themselves, but because the chance of seeing such guests will attract many other rich customers. Hacker Inns always provide a compound of at least one hectare, which includes stables for wyverns, hippogriffs, and horses. The wyvern groom will have to be at least a fifth level adventurer in order to deal with bad-tempered wyverns, and there will be wyverns to look after only a fraction of the time, so the cost of the wyvern housing, if it is to pay for itself, will be around $1000/day. For griffs, $200/day, horses $50/day. A large guest room is $300/day and can be shared by four people.
  4. On 8th October, the TOHA bank balance should be $1.97M according to our latest calculations. We plan to charge all of Quayam, Gristel, and Thristen's expenses to TOHA. Staying at Hacker's Inns with three wyverns, their cost per day is around $4200. If we add the classic adventurer monthly expenses for the three of them together, $1000/month per adventurer level, we get $90k/month = $1M/yr. We will add this to TOHA's operating expenses. From now on, QTG will be responsible for carrying cash, but expenses will be rolled into the $1M.
  5. When it came to the timing of the use of the Amulet of Arianna, we rolled 1d30 with a 1/30 chance of the Brotherhood using it the day before, and rolled a one, which changed the trajectory of the adventure.
  6. When they shoot at Marco's horse, the numbers are like this. At one shot per second, they each get eight shots at −20 to hit, range increasing from 20 m to 60 m. That's −4 to −12 for range, +5 for horse size, −5 for cantering away.

23rd September 2486

  1. Attendance: Kirk, Chris, and Kevan, Norfolk Road, 13-MAY-16.
  2. The Law of Forward Passage for conjunctions stated that it is impossible to travel through conjunctions and arrive back at your starting point at a time earlier than you departed, even if you travel close to the speed of light. If we have two conjunctions connecting the same two planets, and their periods are not identical, there will come a day when they are both open at the same time. Light travels 3,000 km in 10 ms, and 3,000 km is the kind of distance we expect to have to travel to pass through the first conjunction to the second world, cross the second world to the second conjunction, pass through the second conjunction, and cross the first world to arrive back where we started. If the time shifts of the two conjunctions add up to a value greater than 10 ms, the Law of Forward Passage will be violated. As things stand now, each planet is visited by an average of one hundred conjunctions that are open 3% of the time. If we could travel at the speed of light, every planet in the Celest Sector would be connected to every other planet at all times. If the time shifts of conjunctions are greater than 10 ms, we violate the Law of Forward Passage. And yet, in the hand-written diaries of the game, and in the Captive and the Clowns, and in many places in the Essays and Rules, the conjunctions are declared to have time shifts of several days.
  3. We agree unanimously that the Law of Forward Passage must take precedence over the existing history, because it is essential to the safety and neutrality of travel by conjunctions. Furthermore, the time shifts are confusing in the extreme, and are complicating our efforts to write a Kambiz Almanac of Conjunctions program. The time shifts preclude a universal calendar for the Celesti Sector, or even for each planet, without an arbitrary system of "Olympian Standard Conjunctions". If we abandon the time shifts, conjunctions will become more practical to manage in the game. Our objective is to bring into the game more consequences of conjunctions: trade, travelers, watchers flying overhead on griffs, weather phenomena caused by air passing through a conjunction, disturbance of the planet's magnetic field, and the ability to travel across the planet easily by use of two-links or three-links.
  4. We re-write the discussion in the Captive and the Clowns between Richard and Thristen, and also a conversation between Romayne and Gristel about conjunction time shifts. We change the date of the Kenyan conjunction to the 24th June 2476.
  5. After Quayam and Aries offend one another, Gristel goes back in to talk to Aries, and at this point, Aries is played by Kirk.

26th August 2486

  1. Attendance: Kirk, Chris, Kevan, Norfolk Road, 18-MAR-16.
  2. Improve our mass combat system, arriving at the military system, in which we account for the fact that the number of soldiers engaged in a battle is limited by the space available for them to stand and fight. If we assume one meter per soldier, a 10-km front, bounded by two rivers, will accommodate only 10k soliders in line, so it is impossible for an army of 100k to outnumber an army of 20k in the fighting along the front, so long as the front holds. The new system defines the relative prowess of soldier type A with respect to soldier type B as the number of soldiers of type B that a soldier of type A can disable consecutively, one-on-one, before the soldier of type A is himself disabled. The military combat system encourages us to use the hand-to-hand combat system to determine relative prowess.
  3. We roll some combats ourselves, for use in the up-coming Neurothi Crusade. Orc infantry with heaviest armor they can carry, ap=12, and longsword versus Neurothi with heaviest armor ap=8 and longsword, both 3rd level, relative strength 1.5 and orc takes 10 rounds to disable the first enemy. Orc with staff and studded leather versus Neurothi with longsword and studded leather, both 3rd level, is 1.5 and takes 9 rounds. (This one we expected to have lower relative prowess because the orc does not have a sword, but that's not how it turned out.) Orc with sword and ap=12 versus Neurothi with longsword and ap=8 by moonlight, both 3rd level, is 3.0 and 27 rounds. In starlight 16.0 and 18 rounds. Establish that the strength of a well-equipped company of soldiers is proportional to the sum of the adventurer levels of its members. This we did with two trials, one of two 3rd level against 1st and 5th, where relative strength of the two 3rds is around 1.1, and another with one 6th level against one 3rd level, where the relative strength of the 6th level is 2.1.
  4. Dragut, named after Turgut Reis, is a fiftieth level fighter-thief on longevity drugs supplied by the Celtic Pantheon. He is himself ready to go out in one last bash. If he can make it last three years, so much the better, but he will stand by his men until his last breath or theirs. In each round of combat, his chance of dying of heart failure is 1% if he fights as fl=50, 0.3% as fl=40, and 0.1% as fl=30. He believes that you don't know someone until you fight them, and if a person does not fight, they are not worth knowing. So he is always willing to go a few rounds with anyone he first meets, always as fl=30, in which state he is barely exerting himself.
NameOccupationAge
Quayam SraeElf adventurer (al=31) and sorcerer, husband of GristelM 190
Romayne SraeHalf-elf adventurer (al=5), daughter of GristelF 22
Gristel VirageAdventurer (al=27), wife of QuayamF 53
Thristen AllomereAdventurer (al=31), friend of Quayam and GristelM 45
Travis AllomereAdventurer (al=10), son of ThristenM 30
Elivinsikil MordenixusPolicewoman of Guildencrassen (al=6), Knight of DiamantisF 26
Table: Cast of Characters. Ages on 3rd February 2486.

24th August 2486

  1. Attendance: Kirk, Chris, Kirsten, Kevan, 62 Dalton Road, 20-Oct-2015. Game date, early hours of the morning on 24th August 2486.

9th August 2486
  1. Attendance: Kevan Kirk and Chris, 1236 Norfolk Road, New Marlborough, 29-May-15.

1st August 2486

  1. Attendance: Chris, Kirk, and Kevan, 1236 Norfolk Road, New Marlborough, 20-MAR-15.
  2. We begin the Varayan Slave-Ring adventure, which is a group effort, with roles divided among the three of us. A cabal has been smuggling slaves into Varay on the TOHA, telling each slave they will be freed after six months service to their new master.
  3. Pricilla Fascia is leader of Rastafaranabas's Kabal in Varay. She is sapien, 56
  4. After Camden Beal was hired by Pricilla Fascia to obtain slaves for Rastafaranabas's Varayan cabal, he came up the TOHA Road himself in September 2484. Now that the TOHA Road was open, it was the most likely way he could get slaves into the country. He met Oleg at the market and made arrangements with him for how Oleg was to be paid and how the slaves were to be convinced and delivered. The two of them got along well, and their system has been working. Both of them are making good money. The idea is to transport ten slaves in the three months following the summer and winter solstices to ten locations in Varay. Sometimes the slave escapes and has to be tracked down and killed. But almost always, the slave cooperates and in those cases, Camden and Oleg split the profits from the sale. An adequate slave costs around $40k in Morden, but Pricilla is paying $100k each. With thirty slaves delivered over the last one and a half years, they have each made over half a million dollars. So Oleg does not want to talk to Thristen or Travis. He has not heard word of any problems from Camden, but he knows they are the TOHA owners, and he figures this means trouble for his profitable venture.
  5. No trouble in Guildencrassen, to which we attach a long-term probability roll of 1% per month.

4th May 2486

  1. Attendance: Chris, Kirk, Kevan, 1236 Norfolk Road, New Marlborough, 24-JAN-15, with snow on the ground outside.
  2. Some thinking about campaigning: Each standard division 100 hit points and striking power 10, or 2D10 damage to the opposing forces. A division loses 1 from striking power per 10% loss of hit points. Correct division size for orc armies is 3000 in order for Gutak, a country of 50k, to have 5 divisions. Every 10k orcs can provide one 3000-man division. Orc women build defences, maintain stockades and ditches. Home advantage in orc campaigns due to woman-only divisions that maneuver and fight with a companion male orc division. If city is invaded by foreign army when only women are present to defend the city, they may or may not fight. Carnus will be general for Garaz, gives all divisions under his command +2. Rackhammer is general of Gutak, +4. Rockorso is general of Gadz, gives +2. A river represents a hinderance to striking power, say −1 for small and −5 for long pontoon bridge, per division. Remember the Battle of Eagle Field, total 5% killed in 2484.

26th February 2486

  1. Attendance: Chris, Kirk, Kevan, at Gillian's place on Bow Wow Road, Berkshires, the weekend of 31st October, 2014.
  2. Game date is 26th February, 2486, 4 pm in the Manor House, Guildencrassen.
  3. Expenses: Thristen summoned food for 100 people at a cost of 100 gp/day starting 10th January and extending all the way through to 30th April, a total of 110 days, for a cost of around 10 kgp. They bought horses at Green Horn Tavern, sent the 4 horses back to Three Aces while out on Goblin Moors, summoned 4 griffs, returned the 4 griffs outside Draycoughton, summoned 4 horses outside Draycoughton, stabled these 4 horses in Staachten and then forgot about them. On escaping from Luxoden, summoned 2 griffs from Three Aces. To get to Staachten and pursue armor, summoned 2 more griffs. On 13th February, sent back the 4 griffs and summoned 4 four horses to pursue the vampire. After meeting the vampire, sent 4 horses back and summoned 4 griffs. Returned the 4 griffs a day later so all can walk from valley to village. Summoned three griffs to fly back to Kent. Total is 10 kgp for summoning food, 3.6 kgp for summoning mounts, 3 kgp for bribes in Scartoni, and 5 kgp for the deed to Guildencrassen. The 13.6 kgp for summoning was paid out of TOHA's Olympian account. The remaining 8 kgp was paid in gold and gems, which will be reimbursed by TOHA when they return home.

6th Feburary 2486

  1. Attendance: Chris, Kirk, Kevan, at Kirk's Berkshire Home, weekend of 19th September, 2014.
  2. Game date is 6th February, 2486, 1 pm in the valley below the tailings exit from the Luxoden mines.
  3. We award experience, because we figure that all can sleep well in the valley with the dragon watching over them. Award 15 kxp to QT, 13kxp to G, and some to Elivinsikil also, so she is now adventurer level six.
  4. The players discuss the developments in Ursian military technology. We figure that a man can fly with a bridge thruster apparatus around his waist. One bridge would be to the for, and the other aft. This arrangement would tend to tip over, unlike a thruster above a bench. But this instability would also make the single flier maneuverable, provided controls over the two thrusters, and perhaps two auxiliary thrusters, could be made responsive enough. At this point, the Ursian air force is getting close to having individual fliers. With a magical amplifier in place around the bridges, these fliers have the potential to outstrip hippogriffs in range and speed. We call this invention the jet pack. Another effort is a seat made of dense conjured matter for lift, with thrusters for forward momentum, and steering handles for the rider. We call it the jet ski. This arrangement is unstable like the jet pack, but gives gives more space for responsive and reliable controls. Its disadvantage is added air resistance and the expense of making dense conjured matter repeatedly to give it lift. The design of such machines is called maeoengineering, and its practitioners are for the most part adjutants rather than wizards.
  5. On average, a Neurothi has one trophy skull per adventurer level. The fraction of Neurothi of each adventurer level is: 1/2 ≤ 0-level (no trophy skull, includes children), 1/4 1st (one trophy skull), 1/8 2nd (two trophy skulls), 1/16 3rd (three trophy skulls) and so on up to tenth level. After tenth level, the rate of decrease is less, because there must be a few 40th level fighters in Neuroth. The resulting distribution of levels in a population of one million is shown below. In the diary, we use the number of skulls as a proxy for adventurer level.
  6. Move the chapter on Neurothi Culture out of the diary and into its own essay, Neuroth.

Figure: Adventurer Level Distribution in Neuroth. The average level of the Neurothi is 1. The average level of the half of the population that has earned its first adventurer level or more is 2.

17th January 2486

  1. Attendance: Chris, Kirk, Kevan, at 384 Bow Wow Rd, Sheffield, MA 01257, weekend of 4th April, 2014.
  2. Game date is 17th January, 2486, 1 pm in the Crystal Cavern.

11th January 2486

  1. Attendance: Chris, Kirk, Kevan, at Ashley Falls Rd, Sheffield, 25th Jan 2014.
  2. Game date at start of session is 10th January, 2486, 10 pm in the Crystal Cavern.
  3. This is the fourth night of the new moon.
  4. We begin the session by refining the details of the discovery and colonization of the Celesti Sector. Zoroaster is the dragon who, as a god, engineered the deal between the Gods of Terra, the Illuminati, and Nemesis the daemon to move elves and dwarves, and ultimately sapiens to the Celesti Sector. Nemesis found Olympia, a world that was both magical and hospitable to Terran life. The story involves several bridges and is rather complicated. We did not write down the details, but resolved to go through it again next session, so this we must do. This time, we might also consult and modify the History of the Galaxy to include the story.
  5. We decide that the trees and plants left by the Former Celesti on the inhabitable worlds of the sector are edible to Terran life, but not resistant to Terran insects and blights, and therefore especially vulnerable to being consumed and diseased. Many of these plants contain valuable chemicals. Some survive in special places, such as Ornam Spice, Fanflower Leaves, and many others that are used in potions, medicines, and spells. Because their survival is dependent upon a particular environment in which they are not destroyed by Terran pests, and the climate and soil being just right, they are hard to cultivate. Some are so valuable and inaccessible that gathering them is lucrative work for adventurers. We noted this in The Celesti.

10th January 2486

  1. Attendance: Chris, Kirk, Kevan, at 20 Sylvan Rd Monterey, MA 01245, weekend beginning 18-OCT-13.
  2. Game date is 10th January, 2486, 5:15 am. The previous night was the third night of the new moon.
  3. Award experience points: 100 kxp (like a $10M job). 26 kxp to Quayam and Thristen, 21 kxp to Gristel, 2.3 kxp to Elivinsikil. Pay expenses 3 kgp each January 85 to January 86. Elivinsikil is: female 24, al=6, fl=6, tl=10, dp=11, hp=19, DEX 10, STR 0, TOU 9, INT 3, xp now 5300.

9th January 2486

  1. Attendance: Chris, Kirk, Kevan, at 384 Bow Wow Rd, Sheffield, MA 01257, weekend beginning 09-SEP-13.
  2. The previous night was the second night of the new moon.

7th January 2486

  1. Attendance: Chris, Kirk, Kevan, at 3A Julia Ann Drive, Holland, MA 01521, 08-MAR-13
  2. 7th January is the night of the new moon.
  3. Flashback from the Early Days. These are the kind of notes about adventures that you will find in the Dungeons and Dragons magazine, a monthly printed in Kiali and focused on the events in the Old Hills. The notes are cast within an erroneous understanding of magic, demons, and gods as held by the magazine editors. By this device, we might be able to accommodate the old diary, which we wrote when we played D&D, into the new SAGA world. Thus there are people in SAGA's world who think they live in the D&D world.
  4. Flashback from the Early Days 04-JUN-2463: They have reached the place where the Filthy River emerges from the hill upon which Lufstrood sits. During the day, they camp in the woods nearby, but despite invisibility, a warlock in a passing patrol spots them and they have to fight. Thristen shoots down the warlock. Bolus sends the four guardsmen to sleep. But the captain escapes.
  5. Flashback from The Early Days 04-JUN-2463: Enter the underground channels of the Filthy River. They all feel very ill. They dispel the hiding magic on the demon and so force it away. Before it goes, it wounds Craven very seriously, but he survives, although the accursed wound will not heal. Escape with the loot from Luxoden and go immediately to Anplery where they have Craven's wound blessed by Bishop Orthrop the Magnanimous.
  6. At the SAGA table, the players are pleased with themselves for pushing the dramaturgist on the matter of what is at the source of the Filthy River, for this resulted in a random roll that went very much in their favor. Now, each climb over a wall and crossing of an open space requires a roll on 1d20 according to each character's commando level, but also a 1/20 or 2/20 chance of some random event happening that disrupts their plans. In ten such rolls, the players get seven random events.
  7. We decide at this point that holding n places in a line by yourself gives you a to-hit roll adjustment of −5(n − 1). So Quayam is holding five places and suffers a to-hit roll adjustment of −20.

26th November 2485

  1. Attendance: Chris, Kirk, John, and Kevan, 62 Dalton Rd, Belmont, MA, 19-AUG-12.
  2. John plays Manakin Kalamakin and Eldano Kiarello.
  3. Quayam, Gristel, and Thristen in Karadan after Ursian victory over Endor.
  4. Elivinsikil rode well on 13-DEC-2485. We gauged her ability with a roll of 1d20 and she rolled a 20. She has mastered the art of riding a griff, and is thrilled with the experience, despite the numbing cold of the wind.

8th November 2485

  1. Attendance: Chris, Kirk, and Kevan, 97 Will Scarlet Drive, Becket, MA, 10-AUG-12.
  2. TOHA Unusual Roll: Roll 1d10 each month, a 1 indicates some unusual crisis arises that requires QTG, otherwise Romayne and Travis can handle it.
  3. TOHA Traffic Roll: We take the TOHA unusual roll on 1d10 and multiply by 1d6 to obtain the number of one-way wagon trips in the month. The assumption here is that a crisis is correlated with low traffic.
  4. New Moon: on November 12th.
  5. Experience Points: Award 140k each to QTG for capture of Daylight and their part in the 2nd half of the Endan-Ursian war.

17th November 2484

  1. Attendance: Chris, Kirk, and Kevan, 28 Ashley Falls Road, Sheffield, MA, 09-MAR-12.
  2. Mass combat, missile and division-to-division is now in the rules.
  3. Summoning Provisions: The Ursian army can summon food, fodder, and drink at will on its own soil, through coordination with space bridge suppressors, or through use of the secret spirit-metal summoning enclosures they made themselves, or through the use of the secret molecular tuners they received from the dragons. Endan armies, on the other hand, will be unable to anticipate when the suppressors will be off. Molecular tuning is not possible so long as the summoner is within the radius of a suppressor. Answer: use a 9th level suppressors spell, 30 km radius, roughly 50 of them in action, 1000 hrs, use +4 magical amplifier.
  4. Consider a floating platform with wizards on board, supported by conjured matter, divided into cells to limit damage by annihilation. Can wizards make high-density conjured wood at much higher level? Shall we add a variant "density" to the spells, so that all conjured matter, and spirit matter can be made more dense? Perhaps triple the density adds one to the spell level, so that for one additional level you can decrease the volume conjured wood that lifts 100 kg by a factor of three, or a 30% reduction in diameter of a sphere.
  5. Tornado Spell: Quayam could cast this soon. Work out the level again and go over the math. Wizards could cast it in battle with a magical amplifier.
  6. Dancing Sorcerers: Where elaborate and dramatic movements of the body cause the effect in the mind.
  7. Pay expenses from 1-Jan-2483 to 1-Jan-2485, 6 kgp each.
  8. Agree to up the number of ogres living with orcs in Western Outlands. Now have 40 ogres per 1000 orcs.

27th August 2484

  1. Attendance: Chris, Kirk, and Kevan, 28 Ashley Falls Road, Sheffield, MA, 02-DEC-11.
  2. This is the day Zak and Thristen's child is born in Gutak City.
  3. Daybreak has proposed Coldiron for ambassador to Ursia. Note that Gashley is already ambassador for Varay in Gutak.
  4. The Ursian-Endan War. Award 7 kxp each to QTG for boat-burning adventure.
  5. Ursian Hedgrows: The country south of Karadan is chalk with forests and fields (63% fields, rest forest). Along the edges of these fields are hedgrows. In these, Ursian wizards found that they could make strong walls of conjured matter, and they foresaw the advantage such walls would give them in defending their nation against invasion. In the desert, a low wall of mud bricks, topped with occasional bricks at right angles, can act as a foundation. A row of fast-growing poplars would serve the same purpose. Likewise, a wall of large stones heaped together, or a fence made of wood posts, will serve to anchor a wall to the ground to make a barrier to the progress of invaders. One man can make ten meters of wall foundation a day, so a 1-km wall is 100 man-days, so to wall one square kilometer requires one man-year at a cost of $20k. The Ursian government wants to provide foundations along its northern and southern borders, fifty kilometers deep, over a total distance of two thousand kilometers. That's one hundred thousand square kilometers, or one hundred thousand man-ears of labor. With one thousand people on the job, at a cost of $20M/yr, Ursia has in the past 150 years completed the job, and are now emplying 500 men at $10M/yr to maintain and expand the system.
  6. Ursian Army Maps: Use the hedgrow grid as their reference, and are detailed.
  7. Structure of Ursian Army. 100 wizards on griffs with conjuring lances, divided into 10 wizard attack groups (WAGs). Lances tipped with conjuring rings that are magical amplifier. These allow wizards flying slowly along the top of hedgrows to make walls of conjured matter. 1000 griff riders divided into 10 cohorts, each cohort divided into 10 squadrons. Their main weapons are thunder eggs and binding eggs (lightening ball and grand surrounding sponge). Each squadron has a cache of 50 thunder eggs and 50 sponge eggs that is replenished from Ursia's main supply by ground and air transport, so that there are a total of 5,000 thunder eggs and 5,000 binding eggs in the field, with a total supply of 20k of each type available at the beginning of the War of 2484. No infantry. 6 divisions of cavalry, 2 horse and 4 camel, each 5,000 riders strong with 1,0000 spare mounts per division. Each division accompanied by 10 division wizards mounted in the same fasion as their division. Each division wizard is attended by two adjutants, a senior and a junior, both mounted, with two pack animals for equipment and luxuries, including a private tent. They are equipped with various magical amplifiers and devices. In battle, their purpose is to break enemy infantry shield walls to allow the cavalry to ride through and attack from the rear and flanks. They do this with a combination of fear and destruction.

27th August 2484

  1. Attendance: Chris, Kirk, and Kevan, 62 Dalton Rd, 03-JUN-11.
  2. Spent the game talking about how the Ursians would fight: Wizard Attack Groups, and so on, and making up pieces of paper for the battle of Karadan.
  3. To Do: Names of leaders of the Varay government.
  4. Note: Now have dwarf-made altimeters.

19th May 2483

  1. Attendance: Chris, Kirk, and Kevan, 28 Ashley Falls Road, Sheffield, MA, 25-FEB-11.
  2. Experience Points: Award 13 kxp each for wyvern bandits, Orbelastican's trap, and extortion of $2M from Orbelastican.
  3. Reading: Section on dragons in Psychology of Time Travel, here.
  4. Reading: Section on hippogriffs in Creature Guide, here.
  5. Reading: Section on wyverns in Creature Guide, here.
  6. Reading: Section on sorcery in Rules of Magic, here.
  7. Reading: Section on shabboth in Creature Guide, here.
  8. To Do: Order altimeters in Eisenden. Get copies of keys to the Cliff House.
  9. To Record: Detail of equipment for flying. Done.
  10. Made new character sheets. Done.
  11. New Moon on 7th May and 4th June.
  12. Flying armor is sheepskin with some leather pieces. It is warm and protective. Weight is 3 kg, cost 5 gp, protection 2. +1 Flying Armor is 160 gp, and it will fit better too. Order three suits.
  13. Magical Bows. Order two +5 heavy bows (380 gp each) and one +5 medium bow (250 gp). Also, quivers of +5 arrows for each bow (same price as the bows).
  14. Gristel buys a +7 dagger she likes in Clavicle Weapons (300 gp).
  15. Flying weights. Thristen 100 kg body, 10 kg saddle, 4 kg weapons 2 kg flying armor 14 kg other stuff listed = 130 kg. If he gives 10 kg of his stuff to Q and G, he's down to 120 kg, griff speed 53 kph, ceiling 1700 m. On wyvern 3200 m, 115 kph. Quayam 75 kg body, 10 kg saddle, 20 kg stuff = 105 kg, plus 5 kg from Thristen is 110 kg. Griff ceiling 1900 m, 55 kph. On wyvern 3300 m, 120 kph. Gristel is same weight. Rackhammer 200 kg body, 20 kg saddle, 20 kg stuff is 240 kg. Griff cannot lift him. Wyvern ceiling 1900 m, 95 kph.
  16. Future Adventure: Shabboth that came back to life after hundreds of years in a cataconic state.

3rd May 2483

  1. Attendance: Chris, Kirk, and Kevan, Lake Buel, 22-OCT-10.
  2. Experience Points: Have yet to award experience for fight with Garandelsmashum's giants, in particular the shield wall. At the moment, QTG have 355 kxp, 355 kxp, and 235 kxp respectively, and adventuring level 27, 27, 23. But QT need only 358 kxp to be 28th, while G needs 256 kxp to be 24th. Propose to award 5 kxp each for that expedition. Done: QTG now have 360 kxp, 360 kxp and 240 kxp.
  3. To Decide: What is the name of the Varayan pantheon? It is Who owns the temple plots? Zak wants to get pregnant, but it turns out that the Varayan pantheon will not reverse the sterilization of an orc at any price. She will have to have her sterilization reversed in Gutak. Rackhammer could arrange for the procedure. Decide: Athena is the goddess and sole owner of the four temple plots of Varay. People of Varay refer to her by name, but do not worship her.
  4. To Decide: When to transport Rackhammer's father to Aries' temple plot in Halili Village. Not Done.
  5. To Decide: Archery arrows weigh only 17 g. Recalculate arrow ranges and masses. Done.
  6. To Record: Detail of equipment for flying. Not Done.
  7. To Resolve: In the QTG diaries, there is a conjunction in the Vale of Wortham that connects to a planet called Rebok. In the HSW diaries, there is a conjunction in the same location, near the Meadow Inn, that connects to Doras. How do we resolve this contradiction? Do we have two names for Doras? Do we have two conjunctions? Decide: add CSRK2 to the Vale of Wortham, to Rebok. Perhaps there is a third one also, nearby, making the Meadow Inn a choice spot.
  8. To Check: The implementation of the shield wall that resulted from the battle with Garandelsmashum's infantry. Correct.
  9. To Do: Write up the new Sorcery in the rules. Done here.
  10. Decide: Adventurers will join UAF if it comees to war, bringing their own griffs and wyeverns. Meanwhile, UAF insists upon rider level 5 minimum for its riders, to make sure that griffs don't get killed by uncontrolled spins in combat.
  11. Note: First time QTG rode griffs was on their trip to Flower Island for Graft, another dragon.
  12. Rogue Dragon: One with no time-shifted bridges. Awfulthing was one such.
  13. Decide: Orbelastican has the molecular bridge. He keeps it secret except to his wife and son. His daughter does not know, but she suspects. He is working on its size and longevity. It will be ready for war in two years, May 2485.
  14. Future Adventure: Luxoden, Citiy of Iron will be sacked, bringing 10M kg = $1B worth of iron into the outside world. There are 10k citizens of Luxoden, $100k of iron each, if it were distributed evenly, which it is in a way, because the citiy streets and houses are framed with iron. This city is lit by town gas: the product of partial combustion of coal. Luxoden sits upon a rich vein or iron ore, and nearby are rich deposits of coal.
  15. Decide: To re-name the High Valley, also known as the Valley of Death, to be the Toha Pass (trans-outland highway authority pass).
  16. Decide: Eighteen months until invasion of Ursia by Endor.
  17. New Spell: Extinguish Fire, using some kind of conjured matter or maybe spirit foam.

28th April 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton, 13-AUG-10.
  2. Discussed Domus: Domus residents go to other planets for health care. Domus is run by sapiens. It is a haven for daemons. The only conjunction connecting Domus to the rest of the sector disappeared in 1500 AE. After that, standard time on Domus starts to become ill-defined and time travel develops naturally. Domus declares independence from Olyumpia in 1900 AE. In 2100 AE the Domans come to realize that Olympians will invade in the future. In 2900 AE a new conjunction to Domus will be discovered. In 2920, Olympia will invade. But by that time, all the Domans are gone, and all the gates. The gating agencies have moved to sanctuaries on other planets prepared centuries before. It is the Domans from 2900 that arrive, several each year, and tell the Domans of the past what is to come.
  3. Discussed Darkeye and Grandad: Grandad is Travis's twin brother. Resolve that both are still alive. They disappeared at one point when Travis was young. Darkeye took Grandad to Domus, thinking Travis was dead after a particularly disastrous battle. Travis grew up and became one of the soldiers of the Dark Side, then escaped to Domus. Grandad is going to show up one day, and Darkeye too, looking for Thristen in his own time. Need to figure out details, but the idea is to bring both characters back into the game in such a way as to create tension over time travel and destiny, and to bring Thristen's affair with Zak to a crisis of sorts.
  4. Some daemons can make demons, but not particularly well. The result is shabboth in large numbers. These tend to have skulls made of 1-mm steel, and have command words in rattikit that are not recorded anywhere. They have no fear, don't last more than a few years of use, and are disposable searvants for the nightmare daemons. We should introduce these into the game as the new "kill them and don't feel guilty" creature. They are machines with only primitive feelings.
  5. Discussed summoning food for traders on the road, and decide that can't afford to summon. Need some other source of food. A small farm near each hostel would work. The Cliff House Hotel, however, will summon food, and that's what our heroes are doing now, while they are there.

19th April 2483

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth, 04-JUN-10.
  2. To Consider: New historical details of Ursia-Endromis conflict here
  3. Discussed: The Knonn of the desert. These are demons 2000 kg, 2000 hp, 20 dp, sa=10, sp=50 will serve Ursia in a war. How many are there? Will serve because Ursian wizards have figured out their command words, and are their masters. There are ten. They patrol the desert and approach tribes and travelers. By pouring a pint of water at the feet of the knonn, people accept the authority of the knonn to summon them with written messages and to instruct them in their movements. By failing to pour, they become enemies. By pouring and then refusing to comly, they become criminals. Each knonn has a hoard of 1000 kg of molten gold in an iron reservoir beneath a granite slab in a remote part of the desert. Furthermore, the hoard is protected by spells that recognise only rattikit passwords. And other things too. The knonn's prescience comes from a one-second time-shifted eye bridge in their forehead. Ursia obtained these bridges through intermediaries from daemons.
  4. To Consider: Other Ursian allies. Storm, the dragon of the mountains near Karadan. The many adventurers. The formidable personages who live in the Fen Swamp. Some will come to Ursia's aid. Kapul Steelscale who lives in the Zaragoss Mountains. Dragons enjoy the benefit of homunculi made by wizards, who remain and guard their hoards, and also password traps. A child-like homunculi might go into town and buy something. Adventurers might form their own regiment.
  5. To Do: Photograph latest character sheets.
  6. Expenses: Were paid on 1st January 2483. From now on, 3 kgp per year (based on 10 gp per level per month) will include summoning of mounts and food. Big purchases like armor, weapons, and griffs are extra. Zak and Gashley's griffs were paid for in 2482.
  7. Spirit wood walls to protect Pakesh. 5 m high, 0.5 m wide is 10 cubic meters every 4 m of wall. Reference spell is 1 liter in 1000 s lasting 100 hr, difficulty −3. For 1000 hr longevity and 1000 s to make it, we have a 6th level spell. Or 40 m of wall in same time is 8th level (×10 quantity and ×10 rate of production).
  8. Invented elfroids, which give elves 75% of the total attribute addition per level as sapiens, which brings Quayam's attribute total to 32, just like Thristen's. Side effects are anger, decreased immunity to disease, and facial hair.
  9. Figure Out: shield walls.

8th April 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton, 24-APR-10.
  2. Experience Points: For free-climbing down the cliff, defeating the sorcerer Laruna (7th April) and the village of giants (8th April). To take out Laruna, estimate he'd kill 100 men, so need 1000 men at $10k each = $10M. QTG or equivalent would do it for $4M. This calculation permits estimates of job value. Thus award 40 kxp total for Laruna plus Giant village, on the assumption that the same 1000 men could handle the giants afterwards, there being 900 of them left and only 60 giant warriors. Of the 40 kxp we award 15 kxp to Quayam and Thristen, and 10 kxp to Gristel, bringing their totals to 355 kxp, 355 kxp, and 235 kxp respectively. Gristel ascends to 23rd level. Quayam and Thristen remain 27th, but need only 3 kxp each to ascend to 28th.

7th April 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton, 12-MAR-10.
  2. Moon: will be new on 9th April.
  3. During climb down cliff, rolled 2D20 for the length of the climb in meters and 2D20 for the difficulty also. The difficulty included a +5 increase for climbing down rather than up. The entire climb takes two hours and twenty minutes. Gristel loses 1 dp dodging a fall, Quayam loses 3 dp, and thristen loses 2 dp. Gristel is the best climber, by a small margin.
  4. Quayam's spirit rope, level 5, 0.5 m/s, 50 m total, 7 sq. cm cross-section, 100-hr longevity, 2 x 20 m sections plus mitts of rope material to grip the rope with. Spirit rope is otherwise slippery. Takes two minutes.

16th March 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton, 20-NOV-09.
  2. Experience Points: Award one level of experience points for crevasse adventure, bringing Quayam and Thristen to 27th level with 345 kxp (27th begins at 331 kxp) and Gristel to 22nd with 225 kxp (22nd begins at 211 kxp).
  3. New moon on 12 March 2483.
  4. Go to dwarf city and extract copper insert in Jacob's coin. Hire a cryptogropher. There was only a one in six chance of there being such an expert in the city, and we rolled it. Set off looking for orc platoon on Route B. Stop game when on verge of storming the giants' village.

28 January 2483

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth, 25-SEP-09.
  2. Diary: Include entry about Quayam's excitement at learning to do targeting solenoids.
  3. Applied the new rules for Quayam's sorcerey, and by the end of the crevass adventure, he was down to 4th level sorcerer.

15 January 2483

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth, 5-JUN-09.
  2. Experience Points: Award half a level's worth of experience points for troll adventure.
  3. Variant: add tracer light to targeting solenoid remote cluster to aid timing, +1 difficulty.
  4. Quayam Sorcery: Update Quayam's sorcery level, allowed Kirk to go through and arrange his disciplines again. He is now tenth level sorcerer. Sorcery works as follows. Quayam can cast any conjured or spirit matter wizard-like spell, one spell at a time, no preparation, casting time as wizard spell, singing and movement required to act at full potential, difficulty as if his sorcery level were his wizard level. No clearing time, with each spell he casts, his effective sorcerer level drops by one. An hour's rest restores it by one. Just recently, Quayam has learned how to make a targeting solenoid. Cannot cast spells like Annihilation or Flash. But he can do Choke. Fighting while casting adjusts his effective sorcerer level by &minu;5 so long as he continues to fight, runing is a penalty of −3, riding −2, walking −1. Thus he can cast consecutively, with no rest between, 2 fifth-level spell, 2 fourth-level, 2 third-level, 2 second-level, 2 first-level spells. After that he needs nine hours rest.
  5. What about spirit matter for plumbing?

13 January 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton Rd, 14-FEB-09
  2. Quayam is wanted on charge of first-degree murder in Endromis, for the slaying of a wounded soldier. The Endan government has a bounty out on his head of $100k.
  3. A Grand Surrounding Sponge egg, with 50 m radius and 1-hr duration, would cost 800 gp. It has ×1000 volume, ×1000 rate, and ×10 longevity, so it's difficulty is 2 for Surrounding Sponge plus 7, making 9. Such eggs are able to bind the sails of a ship for an hour, and the Ursian Air Force uses them to break the blockade of Karadan.
  4. Standard thunder-egg: 5% chance per year old that it will fail, cost $15k new. They are guaranteed to 5 years. A long-life version has 1% per year, cost $25k. Ursia has the 1% per year variety. They buy 1k long-life thunder-eggs and 1k long-life grand sponge eggs per year, costing them $50M. The Ursian Government sells eggs that are 20 years old to the public for $10k, thus making $20M per year. The government has 20k Thunder Eggs and 20k Grand Sponge Eggs. Meanwhile, standing army is 10k, constripted 30k, UAF has 1000 griffs with riders, and 100 wyverns with riders.
  5. QTG buy two new bridges for Z and Gashley to join their local network, and to connect to the global network.
  6. Should standard spells carry with them a 1% chance of slot scrambling?
  7. Need a scan of Thristen's character sheet.
  8. Did not award xp, but rescue of Arg was concluded against adversity.

1 January 2483

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton Rd, 19 December 20-DEC-08
  2. When a medical patient passes through a summoning bridge to Olympia for surgery, they enter neutral space. This space is on Olympia, but it is considered to be both in Olympia and in Clarus. The patient moves into this space and out of it again without ever leaving Clarus, and is therefore not subject to the one percent rule. The same is true for the surgeons who enter the space from Olympia: they are considered to have never left Olympia. Anything that enters the neutral space from Olympia and leaves with the patient must obey the one-percent rule.
  3. Aries's main income now comes from his Ursian temple plots, where he provides health care. His gating is synchronized with whatever bridge suppressors Pakesh and other cities use.
  4. Can Ursia gate its soldiers between points on Clarus? They would need a daemon part. No: the dragons gave them a couple of molecular tuners in exchange for artifacts made by the wizards, including quantities of spirit metal.
  5. What do the dragons trade with the Illuminati? One thing is magical items and fine pieces of machinery that have value as art and interest to the Illuminati.
  6. Endromis wants to build an empire. Ursian mithril contracts and the fact that they are wizards give them a bad reputation. Endans believe that they must do something about the threat presented by the orcs. If Richard Crockford knew about the Iron Road plans this would give the Endans all the more reason to classify Ursia as an enemy: the friend of my enemy is my enemy. Endromis claimed the City States on the west Ursian coast as theirs after the Reconcilliation. They built roads and established the states for freed slaves and sailors. In 2100 the populations want independence and Endromis grants in exchange for tribute. In 2300 Ursians start making deals with the city states to protect them from Endan ships with thunder-eggs so tribute will no longer be extracted. Endromis declares war at some date (must look up). Ursia defends itself. Endans are still sore about it.
  7. Endans now trying to take control of the seas again with ships equipped with spirit cloth sails and ropes.
  8. Aries says he can provide healing serums, surgery and longevity drugs to black orcs in Ursia. Rackhammer is short of money because he has to support his parents in exile. He would be hard-pressed to come up with the $100k necessary to fix up his dad.
  9. Proposal from Kevan: every month that goes by in game time, we can roll to see if Gristel is pregnant from Quayam. Her longevity drugs keep her fertile. The chance of her coneiving is 1% per month.
  10. Expenses paid. Charge each of QTG $1M each to cover past year of traveling around. Cash on hand: Gristel $5M, Quayam, $6M, Thristen $3M. Houses and businesses also have value: roughly $3M for QG's house, $2M for Thristen's house.

19 December 2482

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton Rd, 08-NOV-2008.
  2. Mithril costs $1000/g. Ursian government has long-term contracts with many mines about the continent. Having invested money in the beginning to open the mines, they make sure that local governments respect these contracts by intimidation if necessary, and often use same means to renew those contracts.

19 December 2482

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth, 15-AUG-2008.
  2. Chris plays Gowachin in his duel.
  3. Is Gristel pregnant? We thought that would be cool, but the die roll said no.
  4. Torch Spell: heat from annihilation of conjured matter generates short, narrow flame of 3000 °C. A mithril-coated iron tip produces conjured foam that rushes along a ceramic nozzel. The annihilation proceeds back wards towards the tip at 100 m/s, and so reaches the position in the nozzel where the foam is moving at 100 m/s.
  5. Consider a class of magical items that amplify the effect of a spell. We call them amplifiers. Suppose the item generates an effect equivalent to an M'th level spell when we cast a spell that is only N'th level, where N<M. We set the cost of such an item at 10 × (M − N) × PM, where PM is the cost of an M'th level spell cast by a wizard. (01-OCT-15 this is now 10 × (M − N)2 × PM, where PM
  6. A 1-5 Space Bridge Thruster Amplifier accepts a first-level spell and creates the fifth-level effect. It costs $240k. (01-OCT-15 this is now $1M)
  7. The road-building machine is a Thruster 1-5 plus Annihilator 1-4 plus Maker 1-9 and costs $10M, or $1M a year to lease. It makes 10 km/day of road and costs $10k/day to run.
  8. Price of iron is $160 in Pakesh and over $150 in Varay, the cost of transportation by bridge.

18 December 2482

  1. Attendance: Chris, Kirk, and Kevan at 62 Dalton Rd, 18-JUL-2008
  2. Do Black Orcs keep destriers to ride around on? No. Wyverns are far superior.

6 December 2482

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth 04-JUN-08.
  2. New Moon on the 18th December.
  3. Change "ibuprofin" to "pain-relief" or just "pills"
  4. Question for the rules: does Thief include Jeweler?
  5. Decide to ask Urisian government for $130/kg put contracts on 1 million kilograms of iron.
  6. What is the name of the town near the Virage house? It has a griff landing field. Do we need a map? What is the name of the bank Thristen used to get gold for Zak?
  7. Award xp. at beginning of weekend, before the fight with the Brotherhood of Light. Now have 300 kxp each, making them 25th level.
  8. Go over attributes and disciplines in detail.
  9. In fight with BofL, QTG offer their opponents falling backwards as an alternative to being hit or losing dp's. That's why the knights were falling over without suffering any casualtiees until they were all reduced to 0 dp. We represented each combatant with a little piece of card. For a photograph of the little pieces at the end of the fight, see here.

20 November 2482

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth 26-OCT-07.
  2. Sid has been staying at the Virage house. They left him there when they flew to the Loud Lady Lodge. He was there when they returned on summoned hippogriffs to protect Coldiron. We did not mention Sid in the diary entries for that period. Gashley and Dominican think of him as a pet. They like him and spoil him. But he stays hidden. For the latest word on demons, see here.

18 November 2482

  1. Attendance: Chris, Kirk, and Kevan at Goodnow cottage in Plymouth 03-AUG-07.
  2. Left behind Thristen and Gristel's character sheets. Have not record here of financial assets.
  3. 1 cleric bridge per 1000 people, which is 1 per population block, 50 million people on Clarus, so 50,000 bridges to Olympia on Clarus, a total of 200,000 bridges to Olympia for the entire sector, maybe more. One bridge attendant on Olympia can watch 100 bridges, so that's 2,000 bridge attendants. Each tuning lasts one year, so need one tuning a minute on Olympia, use daemons or daemon parts. AAA guarantees a response to voice or light in 20 seconds.
  4. Olympia forbids hellspawn breeding on Olympia. Abandon old notion that only male sapiens are allowed on Olympia.
  5. Languages on Clarus are borrowed from our languages as follows. Latin is Latin, a long-standing language that evolves somewhat in the many countries where it is spoken, but many Gods try and succeed in keeping it close enough to the original to be understood. Greek is ancient Greek, and goes the same way as Latin. Endan is Italian, which is Latin after two thousand years of natural evolution. The Endan Pantheon could not stop the evolution of Endan. Weilandic is English. Varayan is Old English, left over from Weiland's invasion. Ursian is Farsi.

15 November 2482

  1. Attendance: Chris, Kirk, and Kevan at Kirk's apartment in NYC, 09-JUN-2007. First QTG game for three years. Stayed up until 4:15 am on Sunday night playing out the fight with the Paladins of the Brotherhood of Light.
  2. Chris, Kirk, and Kevan agree to play the QTG game according to the recent SAGA constitution, whereby the Dramaturgist does not have control over the game.
  3. Chris, Kirk, and Kevan agree that the politics, economy, and history of the Galactic Ecumen, Celesti Sector Ecumen, and the Claran Ecumen will no longer be secret from the contenders. All three will debate the present, the future, and the past, and so arrive at the truth together. QTG will not have the truth as outlined in these debates, but all three of us are permitted to give our characters beliefs that happen, by chance, to be true. But the the characters will find that they cannot convince other people in SAGA's world of their opinions, because they do not have evidence to back up their true beliefs.
  4. Long discussions about the Illuminati, the Dragons, the Distantae, the Gods, and Ursia. Several lengthy readings from old notebooks of Kevan's. Believe we all have a picture of what is going on.
  5. Oblasticon has 10 bridges with 10 spies, of whom Zak is one. Zak reported to Garaz all she learned about the Iron Road on 23rd October through her bridge to Garaz.
  6. 3 October was half-moon, so moon rises at 3 am on 19th November.

13 October 2482

  1. Award 11 kxp for battle with Orcs.
  2. Dramaturgist should re-scan the Mokul Castle image.

22 September 2482

  1. It was a one-in-sixteen chance that the Herringbones would be there, we rolled it, and they were.

20 September 2482

  1. Award 20 kxp for griff fight over the Old Hills.

18 September 2482

  1. Contenders can back-date obvious questions to this conversation, which we cut short in game-time to keep things moving along.
  2. Contenders have two outstanding communications. One is the class three information offered on the Veritas exchange. The second is QuayamÕs effort to talk to his father.

20 August 2482

  1. When Gag fires a bolt at Thristen's griff, and Thristen knocks it aside, it costs him ten dodging points to do so.

21 August 2482

  1. Award 50 kxp for saving the Satian Road.

4 July 2482

  1. Award 10 kxp for looking after Green Horn Tavern.

24 July 2482

  1. What's the name of the king of the Giants in the Long Hills?

23 January 2482

  1. Award 30 kxp for various encounters, including the Gnolls.

3 January 2482

  1. Award 10 kxp for flights over the outlands.

3 December 2482

  1. Award experience points for individual services to Ursian government.