Recall History: Difference between revisions
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== Syntax == |
== Syntax == |
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Stand in the room you want to know the history of, and RECALL HISTORY. This will use up a very small amount of your [[Bard]]'s [[mojo]]. |
Stand in the room you want to know the history of, and RECALL HISTORY. This will use up a very small amount of your [[Bard]]'s [[Bardic_Mojo|mojo]]. |
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Each history is comprised of one or more sentences describing the story in increasing detail. The number of sentences you get out of the available ones is determind by your {{skill|scholarship}} relative to the difficulty of the recall. |
Each history is comprised of one or more sentences describing the story in increasing detail. The number of sentences you get out of the available ones is determind by your {{skill|scholarship}} relative to the difficulty of the recall. |
Revision as of 14:37, 19 December 2009
Information
Bards are wanderers, travelers, roamers, moving from city to city, province to province. In their travels, and with their Bardic training, they pick up on all sorts of information others don't. Bards are the tellers of stories and the keepers of knowledge; they know countless stories of legends and folklore, and they remember. Bards are the entertainers and performers, and citizens and commonfolk open up to Bards when they would be suspicious and distrustful of others.
Because of all of these things, Bards are adept at learning information about the areas they visit through numerous means -- local gossip, rumor, legends, folklore, superstitions. Hearing things as they pass through a village, as they talk to its residents, as they spend time in the common rooms of inns, from their knowledge of books and songs and stories, from speaking with and learning from other Bards.
Recall History is a subset of the RECALL command, and is also closely tied to the ability Perceive History.
Requirements
The RECALL HISTORY technique can be learned from any Bard Guild Leader.
50 Scholarship skill
15 Charisma
Syntax
Stand in the room you want to know the history of, and RECALL HISTORY. This will use up a very small amount of your Bard's mojo.
Each history is comprised of one or more sentences describing the story in increasing detail. The number of sentences you get out of the available ones is determind by your scholarship skill relative to the difficulty of the recall.
This command is only successful if standing in a room that has a Recall History. The following message indicates that there is no history to recall in that room or you lack the skill to recall any of the history:
- "You recall all the rumors, tales and myths you've heard, but nothing specific about this area comes to mind."
Locations by Province
Forfedhdar
Area | Room Title | First Line of Room Description | Recall |
Ilithi
Area | Room Title | First Line of Room Description | Recall |
Qi Reshalia
Area | Room Title | First Line of Room Description | Recall |
Ratha | [Ratha, Ssivo's Migi Shagamat] | This ostentatiously appointed shop is swathed in rich fabric and redolent with the aroma of rare spice. | You recall histories and stories dating back to when the first Humans and Elves crossed the Reshalian Sea to escape the horrors of the War of Tears. The early settlers first came upon Ratha where they learned of an island known to the native S'Kra population as the "Island of the Damned." Being uncomfortable and unwanted on Ratha the reclusive pioneers set sail for that "cursed" island to live without the interference of others thus establishing what is known today as M'riss and Mer'Kresh. The Rissan practice of origami is used to bring good favor for oneself or to honor the gods: a cultural remnant or simply another Rathan way to make a lirum? |
Ratha | [The Raven's Mask and Leatherworks, Sales Room] | Display cases holding leather armor and masks fill much of this tiny shop, but one corner is set up as a comfortable nook beside the stove. | Bringing to mind a conversation with some townsfolk, you recall that Redwing once courted the same woman as his brother, a lovely woman named Robin. When Redwing fell from a horse and became lame, he gave up the competition. Redwing resents his lameness, and still regrets the turns his life has taken, but he never speaks ill to his brother. |
Ratha | [The Raven's Mask and Leatherworks, Embosser's Workshop] | Hanging from a beam in the ceiling, a menu board sways gently in the breeze. | Bringing to mind a conversation with some townsfolk, you recall that Nighthawk married a woman named Robin after his brother became lame. They have a daughter named Myna, who lisps -- she's adored by many of the citizens, and they speak of her with glee. |
Ratha | [Ratha, West Eslan Street] | Guardsmen patrol this area heavily since many of the city's wealthy frequent the shops along this road. | As you gaze at the shop of brothers Redwing and Nighthawk, you suddenly recall a play written by and starring Kestrel Hammerthorn around the time they would have been born. The play, called "The Esirishi Tragedy," centered around two characters named Redwing and Nighthawk. |
Ratha | [Elepaio's Luthierre] | Birds twitter from wicker cages hung about the interior of the tiny music shop. | Bringing to mind a conversation with some townsfolk, you recall that Elepaio is rather rebellious. Rumor has it that she's dating one of the Odalva sons. |
Ratha | [Ratha, Selridge Road] | Spicy and aromatic, the scents of a growing herb garden drift past. | Relying on knowledge gained during your Bardic travels, you recall that the wealthy Carstens family is desperately trying to unseat one of the current ruling families and that they might take a place on the Council. |
Ratha | [Ratha, Tierskel Way] | A small monument rests here, overlooking the busy port district of the city below. | Relying on knowledge gained during your Bardic travels, you recall that Tigorth brought his family to power by being one of the first to import Gor'Tog slaves to the islands and use them for labor. |
Ratha | [Sisters-in-Lore, Herbal and Alchemical Supplies] | A fire crackles merrily in a cast iron stove mounted in an alcove along the rear wall of the shop. | Bringing to mind a conversation with some townsfolk, you recall that kindly old Ktrini has wed quite a few times -- at least four husbands she's seen buried. From them come her fairly large number of children, grandchildren, and great grandchildren, her favorite being little V'rann. Ktzini devoted her life to some alchemical society, and scorned her sister for giving up alchemy for a life of family and herbalism. |
Ratha | [Ratha, Greater Cobra Road] | The wide road leading from the docks to the lift makes a sharp bend as it passes a ruined pile of stones that was once a building. | Remembering something you heard once in passing, you imagine this to be the remains of the Dne Orphanage. The gossip of local streetcorners, expressed in furtive whispers, raises the possibility the building was burned by the Odalva family. |
Ratha | [Ratha, Redthorne Way] | Not lavish by any standards, the patterned brickwork of this byway contrast sharply with the fetid decay of the surrounding neighborhoods. | Bringing to mind a conversation with some townsfolk, you recall hearing that Magdha follows the Fortune's Path. She came to Ratha some years back, but no one is quite sure why she tells the future for free. |
Ratha | [Ratha, Redthorne Square] | Stepping through an elaborately carved archway, one is transported from the filth and decay of the city streets to a simple but elegant square. | Recollecting something you overheard in a tavern once, you recall a bit about the Redthorne family. One of the wealthiest families on the continent, they built a powerful shipping fleet from virtually nothing. Many of the locals fear the violent Redthornes, and some whisper they're often little more than pirates. |
Ratha | [Ratha, Lower Mission Street] | Long lines of indigent and hungry await a warming morsel outside Nadamian's Mission. | Recollecting something you overheard in a tavern once, you recall that the Nadamians are one of the ruling familes of Ratha. Expert gemsmiths and traders, the Dwarves are also religious zealots -- they'll take in the city's young and poor, as long as they can purify the minds of their helpees. |
Ratha | [Ratha, Deadman's Run] | A statue stands in the center of the street, dark with shadows. | Reminiscing about your studies with an elder Bard, you bring to mind a story about a famous Gor'Tog, Orgrang. He was instrumental in the fight for freedom by the Gor'Togs on Reshalia Island, and later worked with the city's leaders to earn rights for his race. Alas, now he is all but forgotten. |
Ratha | [Ratha, Port Walk] | The west end of Ratha's drydock commands the area, reaching out into the harbor with the machines to overhaul even the largest vessels. | Relying on knowledge gained during your Bardic travels, you recall that these, the dry docks of Ratha, are owned by the powerful and influential Tierskel House. The family earned a fortune off the backs of Gor'Tog laborers. |
Ratha | [Captain Namazzi's Ship Goods] | The scent of sea air drifts through the gaps of the wooden plank walls of this dilapidated shop. | Recollecting something you overheard in a tavern once, you recall that Captain Namazzi was once a great sailor before the sea claimed an eye and a leg. He's bluff and he's gruff, but he adores both his daughter and granddaughter. Some local rumors suggest that Namazzi may have ties to the Odalva family, along with supplying goods to the pirates. |
Ratha | [Ratha, Greater Cobra Road] | Cheap perfume and over-loud laughter wafts from behind deep-shaded windows hung with heavy curtains that line the upper story of a whitewashed stone building. | Taking in your surroundings, you speculate that perhaps this is the infamous House of... Dentistry. Run by Madam Grooba, it specializes in a strictly male clientele. |
Therengia
Area | Room Title | First Line of Room Description | Recall |
Zoluren
Area | Room Title | First Line of Room Description | Recall |
Crossing | [Bards' Guild, Backstage Stairwell] | The base of a steep sweeping staircase faces the archway that leads to the performance hall. | Running one hand down the steep staircase, you are reminded of the time you heard of several Bards who decided to slide down the railing while roaring drunk. You chuckle at the thought, remembering that while the tale ended with all four Bards involved landing unharmed, they also landed at the waiting Silvyrfrost's feet. She was not amused and instructed them to clean out the manure pile in the Paladin guildhouse for a week before letting them back into her own guildhouse. |
Crossing | [Bards' Guild, Repair Room] | Shelves upon shelves of half-built mandolins, violins, lutes, flutes, and a slew of other unidentifiable parts cover the walls. |
You chuckle inwardly as you remember the tale of a young apprentice in this room who, unknowing of what instrument parts to use to repair her lute, had used enough strings for a gittern and used flute keys to repair the small holes. It had taken Silvyrfrost hours to repair the damage, while the apprentice giggled at the new way to learn a lesson in instrumental repair. |
Crossing | [The Crossing, Clanthew Boulevard] | From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. | Judging what you know about this area, you recall that this must be the spot where the great bardess Siryn died. You bring to mind the teachings of elder Bards, remembering how Siryn worked to train apprentices and reform the Bard Guildhall. She was killed here by the High Dragon Priest at that time, Tenebraus. |
Crossing | [The Crossing, S'zella Plaza] | This small piazza stands between the Academy Asemath and the shops and residences clustered around the Town Green to the east. | Reminiscing about your studies with an elder Bard, you recall that S'zella was considered one of the greatest Bards of his time before he was killed by Dzree. The stories tell how, after the death of his lover, the satirist and poet wore a silver mask that he never removed. He mocked the Priests, and died in his mask. |
Crossing | [The Crossing, Asemath Walk] | You stand before a sign in the shape of a giant lute, painted in red and gilt and inlaid with ivory and jet, with florid script proclaiming the virtues of the True Bard d'Or, the Crossing's finest purveyor of high-quality instruments for bards, aesthetes and amateurs alike. | As you stand outside the shop, you begin bringing to mind a song you heard once, remembering its extreme popularity in Zoluren. As you think, you recall the song -- "Softly, My Prince" by the famed court bard Loruek Moduestan, written about the tragedies of the First Zoluren Civil War. |
Crossing | [The Crossing, Gull's View Lane] | Small shops and a few sparsely-stocked pushcarts line this street. | Pausing by the shrine, you remember a story about a rich, elderly lady who was so devoted to Tamsine that she took in every stray cat she could find. By her death, she was rumored to be keeping several hundred cats in her house. She had an heir, a nephew who lived in Shard, but when he came to take over her estate, he learned that she had left everything to the cats and all he was to receive was a salary for taking care of the animals until the last one died. At the end of the month, the nephew was counting her cash and wearing a patchwork cat-fur cloak, because while the old lady's will said to take care of the cats til they died, the will didn't specify they had to die a natural death. |
Crossing | [The Crossing, Gull's View Terrace] | Shrill calls of shorebirds sound overhead, while the scent of mingled river and sea water fills the air on this terraced overlook. | Watching the birds hover and dive among the waves, you remember a story about a man and a seagull. The man was bald -- bald as a plucked chicken. As he was walking along the river bank one day, reciting a new song to himself, a terrible accident befell him! A near-sighted seagull mistook the man's shining bald pate for a rock and dropped a tortoise the gull had planned for dinner smack on the fellow's head, killing him instantly. You can't recall if the turtle survived. |
Crossing | [The Crossing, Landfall Dock] | The dock here is teeming with travelers, stevedores and bales and bales of goods. | You pause a moment, thinking of the immigrants and sailors who've passed through here, and the stories they could tell. The gulls remind you of a story about some shipwreck victims who survived by eating seagulls and drinking rainwater caught on palm leaves. Eventually, they were rescued by pirates. The pirates put them to work aboard ship, picking oakum, swabbing the decks, and cooking. One of the women was such a poor cook that the pirates threatened to make her walk the plank, certain she was trying to poison them! Then, at the last moment, as she was being prodded at scimitar-point to leap from the ship, the captain was smitten by her beauty. He ordered her released and married her on the spot. Sadly, the next morning, the captain was found dead in his cabin. The young woman protested that the elderly pirate captain had perished a natural death. The crew didn't believe her, promptly tossed her overboard in a sack, and that was the end of her. |
Crossing | [The Crossing, Oralana Ramble] | You are traveling just inside the eastern town wall. | Reminiscing about your studies with an elder Bard, you recall the tales of Lord Modalit Oralana, a famous commander whose brilliant tactics managed to save the Crossing from occupation during one of the province's civil wars. Judging what you know about this area, you imagine the street is probably named after him. |