Recall History: Difference between revisions

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| [[Muspar'i]] || [Muspar'i, North Wall Road] || Along the side of the road, a small guardhouse clings to the scant portion of the wall reaching these heights on the hill. || Bringing to mind a conversation with some townsfolk, you recall that the nearby Golden Heights section of the city, which overlooks the Musparan Palace, is viewed with contempt by the wealthier denizens of the city. The hill rises high above the city wall, and so is afforded no protection from that barrier by the raging desert sands outside. The merchants of the city banded together to keep the poorer citizens confined on the hill so as not to spoil the grandeur below to visitors.
| [[Muspar'i]] || [Muspar'i, North Wall Road] || Along the side of the road, a small guardhouse clings to the scant portion of the wall reaching these heights on the hill. || Bringing to mind a conversation with some townsfolk, you recall that the nearby Golden Heights section of the city, which overlooks the Musparan Palace, is viewed with contempt by the wealthier denizens of the city. The hill rises high above the city wall, and so is afforded no protection from that barrier by the raging desert sands outside. The merchants of the city banded together to keep the poorer citizens confined on the hill so as not to spoil the grandeur below to visitors.
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===[[Ilithi]]===
===[[Ilithi]]===

Revision as of 11:13, 20 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

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.

Therengia

Area Room Title First Line of Room Description Recall
Muspar'i [Muspar'i, Small Square] This small square serves as an intersection between the various streets of the city. As you take in your surroundings, you recall a story you heard once that told of an ancient king of the city wishing to expand this square to the size of some of the others that dot Muspar'i. As the tale goes, the king wished to build himself a new tower in the center of the town after he created a great new square in his name. In order to do that, the plaza would have needed to be expanded into the surrounding mercantile streets. The merchants of the city, aghast at the king's plans, arranged for his assassination.
Muspar'i [Muspar'i, Street of Performers] Each performer that passes reaches up to touch the outstretched carved hand of a magnificent statue that dominates the street. Recalling a story you heard once, you speculate that this might be a statue of the legendary Bard Kahishu, known as one of the greatest of those Bards that opposed the Dragon Priests. Stories tell how Kahishu was once a womanizer of ill repute, a follower of Idon that captivated ladies with his beautiful voice and poignant songs. He traveled the world over, seeing everything there was to see. As he watched the misery inflicted upon the innocent by the ascending Dragon Priests, he changed -- the Bard gave up Idon to serve the goddess Murrula.
Muspar'i [Bards' Guild, Foyer] Soft, even light bathes the foyer, given off by a shimmering portal in the center of the north wall. The statue and tapestry welcoming visitors to the Bard Guildhall tell the tales of Urisaar the Gold, the youngest daughter of Shorka the Cobra. The legend says that after the city was built, she sang a song of its founding in a voice so beautiful that it is said to have summoned the phoenix of Murrulla itself to give its blessing to the city. The Phoenix lit the desert sands aflame, and as they burned, vibrant images danced through the air and the songs of the gods floated on the winds. Ever since, the city has felt a certain veneration for music and the bardic arts.
Muspar'i [Bards' Guild, Crimson Room] Seated to either side of a polished cherrywood table, deep crimson cushions gently compliment the mahogany and golden hued carpets spreading across the dark stone floor. As you study the tapestries, you suddenly recall the legend of Naduan and Jilasadis. Naduan was a Human Ranger that traveled from place to place, scorning the company of men their cities, to cultivate a bond with the animals of the wild and with nature itself. During one of his travels in a faroff land, he came across a pristine lake. It was then that he heard it -- a gentle melody floating through the air. The song touched the depths of Naduan's heart, and he gazed down to see the most beautiful woman he had ever seen, bathing in the moonlight. It was Jilasadis, an Elven Bard apprenticed to a sect of worshipers of Murrula, and said to be blessed by the goddess herself. The hunter fell instantly in love, only to have fate snatch it away -- while he was too captivated to pay attention, a beast leapt from the woods to maul the maiden. As her blood washed upon the shore, Naduan called out in a deeper agony than he had ever felt...
Muspar'i [Muspar'i, Heketha Square] The arching entryway to the Heketha Theater stands at this part of the square, where it serves the wealthier citizens of the city with its high-class entertainment. Bringing to mind a conversation with some townsfolk, you recall that the Heketha Theater wasn't very popular when it opened, years ago. The people of the city adored their Street of Performers, where the crowds would gather for every type of entertainment imaginable, but the King hated mingling with the rabble, so he and a wealthy Elothean trader from Surlaenis collaborated to build the theater. The trader, Diyge Mearik, became an influential patron of the city's Bards, sponsoring many of the famous plays that came out of Muspar'i.
Muspar'i [Dhralduum's Instruments] At almost all hours of the day, a haunting melody floats through the stifling air that is confined within the sandstone walls. Recollecting something you overheard in a tavern once, you recall that Dhralduum, the shop owner, made a pact with the local Bard leader: she promised to provide him with some of her finest students, so that they could perform in his shop and increase his sales. In exchange, Dhralduum provided their instruments, and their repair, free of charge.
Muspar'i [S'hhtrkith's Instruments] Meticulously placed with care upon the cushioned shelves circling the walls of this small sandstone shop are a variety of musical instruments. Bringing to mind a conversation with some townsfolk, you recall that S'hhtrkith comes from a long line of Bards. His mother was a daughter of the Ru'atin Peri'el, and his father was the court bard that composed the poetry that won the king his wife. Their son longed from his very first breath to join his parents as a practitioner of the arts. Unfortunately, S'hhtrkith demonstrated none of the requisite skill -- and try though the Guild might, they just couldn't teach him to play, sing, or perform. It was then that S'hhtrkith discovered his true talent: he could not be a Bard, but he proved to be one of the city's finest instrument makers. You also recall a conversation with Guildmistress Selinthesa in which she proclaimed that none of her Bards display the love and care for their instruments that this man, who longed to be a Bard but never could be, does.
Muspar'i [Muspar'i, S'zella's Square] A catalog rests on the rough wooden counter that divides the front sales area from the work area in the back of the shop. Evidently, Calabria's husband was a prominent trader until his death at the hands of brigands -- his caravan was waylaid by the thieves, and he was killed. They say Calabria was devastated when she discovered the death, and even more distraught when she learned that her husband had been killed by own of her own daggers. Some rumors around the city suggest that there's some sort of relationship between Calabria and Silaodail, the leader of the Black Market, as suspicious figures have sometimes been seen entering her shop at night, but the weaponsmith has also vowed to one day take the life of the Thief Lord out of vengeance.
Muspar'i [Calabria's Daggers] This small square serves as an intersection between the various streets of the city. As you take in your surroundings, you recall a story you heard once that told of an ancient king of the city wishing to expand this square to the size of some of the others that dot Muspar'i. As the tale goes, the king wished to build himself a new tower in the center of the town after he created a great new square in his name. In order to do that, the plaza would have needed to be expanded into the surrounding mercantile streets. The merchants of the city, aghast at the king's plans, arranged for his assassination.
Muspar'i [The Sun Forge] The blended scents of oil, leather, and metal create the characteristic atmosphere of those rooms where the art of weapon repair holds sway. Bringing to mind a conversation with some townsfolk, you recall that Fekoeti was once the master craftsman of the palace, creating their weapons and the other metallic necessities of the king. As he aged, his skill with the blade declined, and so to did his ability to craft the finest of weapons. It was then that he began experimenting with potions and herbs; as he grew wiser, he learned to combine his skills of alchemy and metalsmithing, and by the time the king brought in a new, younger craftsman, Fekoeti was ready to strike out on his own and use his talents to repair metal like no one else.
Muspar'i [Muspar'i, Tuul Yamshuk Staho] A small plaza forms here at the elbow of the staho where two other streets feed into it, centering upon a rather extravagant fountain. As you gaze up at the fortress, you recall the stories some of the townspeople have told you about it. When the S'Kra Mur first came to the desert, their greatest concern was the hostile Sand Elves, who would raid the city almost nightly in an effort to drive the S'Kra away from their fledgling city. The Musparans constructed their Lata'arna Keep to offer some protection as a result. As time passed and relations brightened, the people of the merchant city found a new use for the second most heavily defended place in the city -- keeping their money safe. They even renovated parts of it to serve as private transaction areas.
Muspar'i [Sho'hhs Migendaniis, Hall of Masters] The stone walls are dense and thick, draping the hall in a curtain of heavy, reverent silence. Of all of the locations in the guild, this by far is the most avoided. Although Alhaani, the ghost, has not been known to harm anyone, her perpetually mourning presence made it necessary for the Guildmasters to assign elementals to take care of the tomb. Over the years it's said that the elementals themselves became disturbed by Alhaani's mourning, and took on a silence of their own.
Muspar'i [Sho'hhs Migendaniis, Meditation Room] Long wooden benches line the walls of the meditation room, spaced just far enough for a tail to rest comfortably behind them. The sun mosaic is a curious thing, nearly sacred to some sects of the S'Kra Mur. Here in Muspar'i, some of the more practical folk think of it as nothing more than a work of art -- but those who know the histories remember the myth that the weak-minded can lose themselves within the twisting passages of the 'maze', and never regain their sanity. The ones who can navigate the twists and turns in their entireity, and wind back to the center and out again, are considered masters of meditation.
Muspar'i [Muspar'i, North Wall Road] Along the side of the road, a small guardhouse clings to the scant portion of the wall reaching these heights on the hill. Bringing to mind a conversation with some townsfolk, you recall that the nearby Golden Heights section of the city, which overlooks the Musparan Palace, is viewed with contempt by the wealthier denizens of the city. The hill rises high above the city wall, and so is afforded no protection from that barrier by the raging desert sands outside. The merchants of the city banded together to keep the poorer citizens confined on the hill so as not to spoil the grandeur below to visitors.

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.

Forfedhdar

Area Room Title First Line of Room Description Recall