TEXT:  
   
  Visitations of Glory, Volume 4 
  A magazine dedicated to the world of  
  The Petal Throne by M.A.R. Barker 
  
  máisur lünmolóm mssúran tlalülüngyal 
  He embraced them, the moons (for her benefit). 
   
    A rare ceremony, performed only during the passing of the 
  emerald green moon 
  Gayél completely 
  behind the blood red 
  moon Káshi.  
    During the Battle 
  of the Dórmoron 
  Plain, Dlamélish 
  demanded several 
  conditions from the 
  other gods before she 
  would support their 
  effort against her 
  lover Ksárul. She 
  exacted from Vimúhla that they should couple to remind all of 
  what she was giving up during the Doomed Prince’s 
  imprisonment.  
   
  To the spectators on the ground it appears 
  that the Flame Lord enters the Green-
  Eyed Goddess and remains until she casts 
  him out and continues on her journey 
  alone once more. 
  This time is particularly auspicious for 
  the followers of Hriháyal and Chiténg. Their lustful 
  intertemple conjoinings send many worshippers to the Planes 
  Beyond as a result from their zealous ferocity. 
   
  
   
   
   
   
  Contributors 
  Brad Johnson 
  Embellisher 
  Mari Orie 
   
  Calendar 
  Peter Gifford 
  The New Arrival 
  Krista Donnelly 
  A Hot Time in Fasíltum 
   
   
   
   
  
   
      
      
                             (Hasanp
                             (Hasanp
                             (Hasanp
                             (Hasanpóóóór)r)r)r)    
      
                
            
            
                
  ìneD
  ìneD
  ìneD
  ìneD\\\\    ìka(a
  ìka(a
  ìka(a
  ìka(a    óa'=R==
  óa'=R==
  óa'=R==
  óa'=R==    ñeZa
  ñeZa
  ñeZa
  ñeZa    îguMu
  îguMu
  îguMu
  îguMu    òanruSu
  òanruSu
  òanruSu
  òanruSu    
      (Daun
  (Daun
  (Daun
  (Daunéééél)l)l)l)    
  (Tlak
  (Tlak
  (Tlak
  (Tlakál)
  ál)
  ál)
  ál)    
  (R
  (R
  (R
  (Rü’üsa)
  ü’üsa)
  ü’üsa)
  ü’üsa)    
  (Zaq
  (Zaq
  (Zaq
  (Zaqé)
  é)
  é)
  é)    
  (Mug
  (Mug
  (Mug
  (Mugún
  ún
  ún
  ún))))    
  (Sur
  (Sur
  (Sur
  (Surúnra)
  únra)
  únra)
  únra)    
   
  6    
  6666    
  5    
  5555    
  4    
  4444    
  3 
  3333    
  2    
  2222    
  1    
  1111    
  2-    
  12
  12
  12
  12    
  1-    
  11
  11
  11
  11    
  - 
  10
  10
  10
  10    
  9 
  9999    
  8    
  8888    
  7    
  7777    
  8-    
  18
  18
  18
  18    
  7-    
  17
  17
  17
  17    
  6-    
  16
  16
  16
  16    
  5-    
  15
  15
  15
  15    
  4-    
  14
  14
  14
  14    
  3-        
  13
  13
  13
  13    
  4-2    
  24
  24
  24
  24    
  3-2        
  23
  23
  23
  23    
  2-2    
  22
  22
  22
  22    
  1-2    
  21
  21
  21
  21    
  -2    
  20
  20
  20
  20    
  9-    
  19
  19
  19
  19    
  -3    
  30
  30
  30
  30    
  9-2222    
  29
  29
  29
  29    
  8-2    
  28
  28
  28
  28    
  7-2    
  27
  27
  27
  27    
  6-2    
  26
  26
  26
  26    
  5-2    
  25
  25
  25
  25    
   
  
   
   
  The New Arrival
  The New Arrival
  The New Arrival
  The New Arrival    
  By Peter Gifford 
  www.universalhead.com 
  www.petergifford.com 
   
   
   
   
   
  Jegrísh felt the world under him pitch from side to side as he left the gangplank and 
  stood on the dock. Behind him, among the crowds of peasants, shuffling slaves and 
  sweating workers, the heavy-set man called Hunúmal he had befriended on the ship 
  came forward to roughly grab his arm. 
   
  "La, young Jegrísh, you gawp like a new arrival from the backward isles of Tsoléi. 
  But wait - by Avánthe's rosy nipples, I forgot, that's just what you are!" 
   
  The young man smiled crookedly at Hanúmal's hearty guffaws and made a mental 
  note to try not to stare at the wonders before him. It was difficult, however. Here at 
  last, after more than a month on the stinking ship The Brow of Blúmish, was the great 
  city of Jakálla, famed throughout the five Empires. Here was the traditional first port 
  of call for those new to the great Empire of Tsolyánu. Here country bumpkins (like 
  myself, he thought ruefully) could rub shoulders in the street with noblemen and 
  priests, soldiers and clan-lords. Through the morning haze, beyond the buildings that 
  crowded the shore, he could see the tops of mighty pyramids, vast temples dedicated 
  to one of the Lords of Change or Stability. And the throngs of people! A boy from a 
  small fishing village could scarcely imagine that there could be so many people 
  gathered in one place. The wharfs were thronged with stallholders selling goods, 
  beggars crawling through the dust, slaves running errands ... there, a palanquin 
  holding a fat nobleman bobbed above the heads of the crowd. There, members of a 
  Tsolyáni legion, dressed in blue and gold lacquered armour, tramped efficiently along 
  the shore, the crowd parting before them. Their scalloped Chlén-hide swords clacked 
  against their thighs as they walked. Jegrísh felt his eyes smart with so many wonders. 
  His nostrils, too, filled with exotic odours he could not identify, mixed with the sharp 
  scent of sweat and the dry dust the crowds kicked up.  
   
  "Come Jegrísh," said Hanúmal above his left ear, "shall we plunge into the river of 
  life together?" 
   
  Jegrísh shook his head eagerly in assent, looked up at his new friend, and began the 
  walk down the dock to the shore. He had not gone ten paces before he found his way 
  blocked by a crowd milling in confusion before a row of Tíu-wood tables, behind 
  which sat several officious-looking functionaries. Here was the place, Jegrísh realised, 
  where newcomers to Jakálla were quizzed about their future plans, and non-residents 
  were directed to suitable accommodations within the Foreigner's Quarter. Ship talk 
  had warned him of the procedure. Out of his belt pouch he drew a much-folded 
  document, his recommendation from the Old One at the Clan of the Wicker Brush 
  back in Miyél on Llürúra Isle, and for the hundredth time stared at the strange 
  
  characters and pictures. They meant nothing to him, but he had been told to present 
  them on his arrival, and he would find a related clanhouse in Jakálla who could give 
  him a sleeping mat and perhaps even a few copper Hlásh with which to start his new 
  life. 
   
  Before long he found himself the subject of a piercing black-eyed stare through heavy 
  brows. The official, dressed in a stained white tunic with an elaborate pectoral and 
  leather skullcap, looked bored and hot. Behind him a looming hulk of a man in Chlén-
  hide armour stood ready to back up his edicts. 
   
  "Name and clan?" said the official, bending his head over a parchment crowded with 
  writing. 
   
  "Jegrísh Meshmúyel, Clan of the Wicker Brush, Miyél, Tsoléi." answered Jegrísh. 
   
  The official scowled in a dismissive fashion. "Do you have papers?" Jegrísh hurridly 
  handed over his parchment and the man unfolded and read the characters. Jegrísh, 
  distracted by the site of a hulking reptilian Shén conversing with a market-seller, did 
  not see the official's expression change slowly from boredom to shock, and thence to 
  wonder. 
   
  "Boy ... errr ... you are sure these are your papers? Speak truly now, and swear by 
  Lord Hnálla's changeless light that you do so!" 
   
  "Of course master," answered Jegrísh, feeling fresh sweat break out on his brow, "I've 
  carried them close all the way from my clanhouse. Is there something wrong? I have 
  only the need for a place to lay my head, perhaps ..." 
   
  The official was on his feet now, whispering something to the guard, who saluted and 
  walked rapidly off into the crowd. "No, no, my young master, nothing is wrong, we 
  just wish to talk with you a bit further, that's all. Standard procedure for all new 
  arrivals from the Isles, you know. Just wait here by my desk while we arrange a 
  fitting reception ..." 
   
  Jegrísh felt panic grow in him now. Behind him, Hanúmal was getting restless; asking 
  him what was going on. Was this to be the end of his great adventure, snuffed out 
  before it had even begun? Had he committed some great breach of etiquette already? 
  Perhaps he had been mistaken for some known felon, and even now the guards were 
  on their way to escort him to take the 'high ride' on an impaling stake, or to languish 
  for years in some forgotten dungeon. Should he run, taking his chances among the 
  crowds or wait to see his Skein of Destiny unravel? By the Gods, what had he done?! 
   
  Hanúmal had submitted his papers and all had been found in order, though it was 
  quickly apparent he intended to stay with his friend to share his fate. Jegrísh tried to 
  dissuade him, but secretly he was pleased at the noble action of his friend. Fisherman 
  of a lowly clan he may be, but he would not trade the big man's friendship for the a 
  piece of the Egg of the World itself! It was a friendship that would soon be tested, 
  thought Jegrísh, seeing the guard shouldering his way back through the crowd with a 
  tall, black robed man at his side. 
   
  
  Jegrísh studied the man as he drew close. He seemed unnaturally tall, an impression 
  emphasized by the long black flowing robes he wore. On his head rested a squarish 
  mortarboard-shaped headdress of black velvet, and below this a smiling silver mask 
  hid his features. There was an eagerness about his movements Jegrísh found 
  disturbing. A priest, perhaps, or some functionary of the temples, probably those of 
  one of the Gods of Change or one of their Cohorts. 
   
  The man immediately spoke whispered words to the official, then turned to face 
  Jegrísh. "Ahhh, so this is the young new arrival, I seee" - he had a disturbing way of 
  elongating his words - "weeeell, come with me young Jegrísh, and let us see what can 
  be done about a place for you to staaaay ..." 
   
  Hanúmal moved Jegrísh aside to stand before the black robed priest. "Lord, Jegrísh 
  here is a sworn clanbrother of mine. I have taken an oath on our clan hearth that I will 
  accompany and protect him." 
   
  If the silver face could have scowled, it would have done so. "Very weeeell, but be 
  quick about iiiit. Commmme." He turned and began moving off into the crowd, the 
  guard with him. Jegrísh and Hanúmal looked at each other in puzzlement but could 
  find no excuse not to obey. Whichever way his Skein was woven, thought Jegrísh, he 
  could do nothing yet but follow this strange priest. 
   
   
   
  
   
   
   
   
   
   
  A Hot Time in Fasíltum 
  by Krista Donnelly 
   
  Author's Introduction 
   
  I've run this scenario twice and identified some weaknesses with it, though both groups had a fun time.  
  Both chose to turn to the Vríddi with their knowledge of the murder much more quickly than I 
  anticipated which brought in Méshmuel that much sooner.  Once Méshmuel is on the scene, he can 
  easily dominate the PCs unless the players are imaginative or don't play entirely true to character. 
   
  Neither group decided to use the summoning plaques to summon anyone for questioning, perhaps 
  deterred by the natural question of how (given their lowly status) they would question anyone who 
  came.  The second group did pass on information about Senértha's murder to the Palace of War 
  (through telling the waiting clerk) and Sea Blue (by sending a slave who was being run as an NPC) 
  early enough that both arrived by the end of the scenario, dramatically altering the outcome. 
   
  Interestingly enough, both groups attempted to make Béshmu the scapegoat, even though in the second 
  group Darkán (Béshmu's natural antagonist) was being run as an NPC. 
   
  In the end, the first group ended up with Treshélmu revivified, Osumétlu walking away free (though 
  I’ve altered his reactions since these two sessions), and Méshmuel deciding he was going to try and 
  blame Senértha for poisoning the wine so as to escape paying shámtla to Sea Blue.  Part of the roof 
  garden also ended up destroyed as a frustrated Méshmuel decided to try out the other eyes “just in 
  case.”  The second group also had Treshélmu revivified and couldn’t pin down Osumétlu.  However, 
  they exposed Méshmuel’s theft of Senértha’s eyes to the Sea Blue elder which led to Vríddi and Sea 
  Blue deciding to forgive and forget and cooperate together to gain the most benefit from their 
  respective eyes. 
   
  Referee's Introduction 
   
  This scenario is set in Fasíltum in 2361 A.S. as Prince Mirusíya is beginning his Northeastern 
  campaign through Milumanaya to attack Yán Kór from behind.  This is not essential to the action and 
  can be altered as the referee sees fit.  The core event of this scenario is the murder of the player 
  characters' mistress Senértha hiTánkolel.  Unraveling what happened will be tricky as there's more to 
  the murder than meets the eye.  In addition, the PCs will be distracted by their personal concerns and 
  by the interference of a Vríddi clan-elder who greatly desires one of Senértha's possessions.   
   
   
  
   
   
  Introduction 
   
  Who would have thought the life of the bureaucrat to be so exhausting?  Senértha 
  hiTánkolel, a member of the prestigious Sea Blue clan, exemplifies the hectic schedule of 
  a 15th Circle Aridani bureaucrat in the Palace of War.  As a Regional Superintendent of 
  the Disposition of the Palace of War's Monies and Supplies she is constantly on the move 
  verifying the needs and field conditions of the Seal Emperor's legions.  Unfortunately for 
  you, she oversees the northern region.  And in the year 2361 A.S., in the midst of a raging 
  war against Yán Kór, the northern region is not a safe place.  Fasíltum is even less safe as 
  Hirkáne hiTlakotáni prepares to open a new Northeastern front under the guidance of his 
  newly revealed son Mirusíya, of the Vríddi clan.  Naturally, Senértha has chosen to travel 
  next to Fasíltum, taking you even further from the comfort and safety of a Sea Blue 
  clanhouse in a reasonable city, like, say, Béy Sü.  But you must accompany her wherever 
  she chooses to go as you are her personal slave retinue. 
   
  You arrived in Fasíltum late at night the day before last.  Rather than staying at the Palace 
  of War or the Sea Blue clanhouse, Senértha came to the main Vríddi clanhouse.  You 
  don't know if it's merely a political gesture or signifies something else.  She does have a 
  Vríddi lover, but she has a lover in nearly every noble clan in the empire.  Whatever the 
  reason, you were obviously expected as a spacious set of rooms had been set aside for 
  your use. 
   
  Yesterday, Senértha got down to business.  Operating out of her rooms in the clanhouse, 
  she began receiving visitors early in the morning.  A steady stream of forgettable clerks 
  came and went from the Palace of War until lunch.  After breaking for a leisurely private 
  lunch spent poring over some volume from her baggage, Senértha began receiving 
  visitors again.  Her afternoon callers were more distinguished.  The clan-master of High 
  Tower arrived, gift in hand, and was closeted with her briefly.  High Tower is only a low-
  status clan but he was the clan-master!  Then a man wearing the clan emblems of Sword 
  of Fire paid a visit.  They spoke behind closed doors for several kírens before he strode 
  briskly out.  Lastly, a Dritlán from the Legion of the Storm of Fire came and spent a short 
  time with her.  By late afternoon, business seemed to be concluded. 
   
  The evening was spent attending a Vríddi feast.  Three of you entertained there to some 
  success: Timúna, singing an epic while accompanied on the ténturen by Chémyal and 
  Rachán.  Afterwards, Senértha retired alone to the roof garden with a Vríddi man, 
  Treshélmu, whom you've seen before several times over the last few years.   
   
  Now it's the dawn of another day.  
   
  Player Characters 
  [Their descriptions each start on their own page to facilitate printing and handing them 
  out to the players.]
  
   
   
  Béshmu 
   
   
  Concubine, Male, Ksárul, 23 years old 
  Attractive (Very), Decisive (+2 initiative in combat, fast on feet in social situations) 
   
  Strength  3 
   
  Language (Tsolyani, speak)  2  
  Melee Attack 4 
  Dexterity  4 
   
  Knowledge (Mrelu)  1  
         
  Missile Attack 4 
  Intelligence  6  
  Etiquette (Slave)  2 
   
   
  Melee Defense 2 
  Psyche  4 
   
  Etiquette (Very High)  2 
   
  Missile Defense 2 
  Willpower  4  
  Subculture (Slave)  2  
   
  Initiative Base 4 
  Charisma  4 
   
  Observation (Cultural)  2 
   
  Health Points 35 
   
   
   
  Sexuality (Heterosexuality) 1  
  Shock Value 7 
   
   
   
  Sexuality (Homosexuality) 1  
  Magic Resistance 5 
   
   
   
   
   
  You were born and raised as the slave of a Cloak of Azure Gems clan member.  Three 
  months ago, this man got involved in a particularly high stakes game of tsahltén.  To 
  make his bet, he put you up and then promptly lost.  You were won by a beautiful lady, 
  Senértha hiTánkolel of Sea Blue clan.  Privately, you've had doubts about that game since 
  it was her slave, Kómek, who was doing the judging.  But you don't really care since 
  Senértha immediately took a liking to you and added you to her retinue as a second 
  concubine.  Her other concubine, Darkán, is getting older, and you can tell that he's 
  extremely jealous.  He should be: Senértha clearly prefers you. 
   
  You've spent your free time carefully observing Senértha's patterns and the other slaves.  
  She's obviously a woman of influence, and you suspect there's more going on than 
  appears on the surface.  For instance, why does she travel without personnel from the 
  Palace of War?  Why use a personal slave scribe instead of a clerk from the Palace?  Why 
  hire litter-bearers in every city instead of using the Palace's?  Why neglect to keep any 
  guards around, save when travelling between cities?  You don't have any answers to your 
  questions, but you'd love to be able to satisfy your curiosity. 
   
  Additional Information 
  1.  The night you arrived in Fasíltum (the day before yesterday), you shared Senértha's 
  sleeping mat. 
   
  2.  You have a key to Senértha's chest of money and permission to spend it if you feel 
  you need something. 
   
  Goals 
   
  1.  Search Senértha's belongings to see if anything there explains her actions. 
   
  2.  Make Darkán, the other concubine, look like the fool that he is. 
  
   
   
  Chargésh 
   
   
  Scribe, Male, Avánthe, 45 years old 
  Older, Good Reputation (Minor) 
   
  Strength  1 
   
  Language (Tsolyani, speak)  2 Melee Attack 4 
  Dexterity  6 
   
  Language (Tsolyani, read)  2 
   
  Missile Attack 4 
  Intelligence 4 
   
  Knowledge (Béy Sü)  1  
  Melee Defense 2 
   
  Psyche 2 
   
  Etiquette (Slave) 2 
   
   
  Missile Defense 2 
  Willpower 4 
   
  Etiquette (Very High)  2  
  Initiative Base 5 
  Charisma  2 
   
  Subculture (Slave)  2 
   
   
  Health Points 25 
   
   
   
  Calligraphy (Mu’ugalavyáni) 5  
  Shock Value 5 
   
   
   
  Calligraphy (Livyáni)  5  
  Magic Resistance 3 
  Calligraphy (Tsolyani)  5 
   
   
  Calligraphy (Engsvanyáli) 5 
   
   
  Calligraphy (Salarvyáni)  5 
   
   
  Languages (En,Mu,Liv,Sal,read) 2 
   
  You have served the Sea Blue clan for your entire life, as have your parents and siblings.  Sea 
  Blue fed you, clothed you, educated you and watched over you.  Once when you were young, you 
  accidentally ran into a man in the marketplace.  Enraged, he came at you with dagger drawn 
  while you cowered at his feet.  But before he could strike, a Sea Blue clansman rushed over and 
  stopped him with a few well-chosen words.  This incident has always exemplified the nobility of 
  Sea Blue in your mind. 
   
  You were trained by the clan as a scribe, and you have created meticulous documents for many 
  within Sea Blue over the years.  You were honored when Senértha added you to her retinue years 
  ago rather than procuring a clerk from the Palace of War.  She has always been demanding but 
  fair.  You don't associate much with the other slaves as they are beneath you.  You're especially 
  uneasy about Kómek, the tsahltén judge.  You've heard that his clan sold him into slavery as 
  punishment for murdering a fellow clan member.  What kind of depraved person would 
  deliberately lose their clan membership?  For Senértha's sake, you do try your best to keep the 
  others in line.  But it isn't easy. 
   
  Additional Information 
  1.  You carry Senértha's supply of summoning plaques that she sends when she wants to arrange a 
  meeting with someone.  There are two types, the "work" plaque that contains the glyph of the 
  Palace of War on one side and the Sea Blue glyph with an "S" on the other side.  The "personal" 
  plaque substitutes the Sea Blue glyph for the Palace of War one. 
   
  2.  You acted as a chamberlain yesterday, announcing and admitting all the guests.  The clerks 
  from the Palace of War who came in the morning are all a blur.  But in the afternoon, you 
  remember that Túlkesh, the High Tower clan-master, arrived and left very happy.  Osumétlu, 
  from Sword of Fire, arrived cordially but left looking upset.  The Dritlán was tense when he 
  arrived and very angry as he stormed out. 
   
  Goals 
  1.  Serve Senértha to the best of your ability. 
  2.  Keep the others from getting into trouble. 
  
   
   
  Chémyal 
   
   
  Ténturen musician, Male, Avánthe, 21 years old 
  Attention Deficit (Easily bored, hard to concentrate on dull tasks), Indecisive (-2 to 
  combat initiative) 
   
  Strength  6 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 5 
  Dexterity  5 
   
  Knowledge (Béy Sü)  1 
   
  Missile Attack 5 
  Intelligence  4  
  Etiquette (Slave)  2 
   
   
  Melee Defense 3 
  Psyche  9 
   
  Etiquette (Very High)  1 
   
  Missile Defense 3 
  Willpower  4  
  Subculture (Slave)  2  
   
  Initiative Base 5 
  Charisma  4 
   
  Arts (Ténturen)  3 
   
   
  Health Points 50 
   
   
   
   
   
   
   
   
  Shock Value 10 
   
   
   
   
   
   
   
   
  Magic Resistance 8 
   
  You and your twin brother Rachán were born slaves to the Sea Blue clan. Your mother 
  was a slave but your father was a Sea Blue clan member.  That's given the two of you a 
  few breaks.  When you both showed some musical talent, you were trained as ténturen 
  musicians instead of becoming cooks or body-servants or litter-bearers or concubines.  
  The ténturen is a 12 stringed instrument with two resonance chambers.  It requires one 
  person to finger the strings and another to pluck them with metal finger-picks.  Yours is a 
  fine instrument made of dark, polished wood.  You finger the strings while Rachán 
  plucks them. 
   
  Despite being your profession, music has never really interested you.  That was never a 
  problem before you were assigned to Senértha's retinue and had to team up with Timúna, 
  the epic singer who accompanies your playing.  Besides being pretentious (Who cares 
  that her father was Sea Blue?  The clan certainly doesn't.), she assumes far too much 
  'authority.'  She wants to practice continually, learning new songs, in a futile quest for 
  perfection.  Why after your last performance together, she even had the gall to complain 
  that your ténturen was out of tune.  It was, slightly, but only because the strings need 
  replacing.  You need to ask Senértha for some money to get new ones.  You've put it off, 
  hoping that you'll return in time to a clanhouse where you can just speak to a steward 
  about it.  Frankly, Senértha intimidates you.  But no matter what, you need new strings 
  before your next performance. 
   
  Additional Information 
  1.  After your concert last night, Senértha said she wanted to talk with you this morning. 
   
  Goals 
  1.  Don't be embarrassed in a performance. 
   
  2.  Don't let Timúna, the epic singer, push you around 
  
   
   
  Darkán 
   
   
  Concubine, Male, Vimúhla, 35 years old 
  Attractive (Extremely), Hard Luck, Older, Uneducated 
   
  Strength  4 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 5 
  Dexterity  6 
   
  Knowledge (Béy Sü)  1 
   
  Missile Attack 5 
  Intelligence  4 
   
  Etiquette (Slave)  2 
   
   
  Melee Defense 3 
  Psyche  3 
   
  Etiquette (Very High)  3  
  Missile Defense 3 
  Willpower  4 
   
  Subculture (Slave)  2 
   
   
  Initiative Base 6 
  Charisma  2 
   
  Subculture (Very High)  2  
  Health Points 40 
   
   
   
  Gambling (Kévuk)  2 
   
   
  Shock Value 8 
   
   
   
  Intoxicants (Alcohol)  2 
   
  Magic Resistance 4 
   
   
   
  Sleight of Hand (Cheating)  3 
   
   
   
  Familiarity (Etiquette: Low) 
   
   
   
  Familiarity (Subcult.: Low) 
   
  Up until the age of four, you happily played and worked with the other children of Red Moon.  
  But then the harvest failed for the third year in a row.  Starvation loomed large in the clanhouse, 
  and you were chosen as one of the children to be sold into slavery so that the others might live.  
  You never knew if you did anything wrong or if it was just the capriciousness of Lord Hrü’ü.  
  Fortunately, the slaver from the Collar of Bronze was able to re-sell you quickly and you ended 
  up with Sea Blue. 
   
  At Sea Blue, you never lacked for food.  And as you grew, you developed a fine physique and 
  classically handsome features.  By your late teens, you were singled out to become a concubine.  
  You belonged to Lady Litheni for ten years before she tired of you and traded you to Senértha.  
  You've been with Senértha for seven years now.  Frankly, your duties have always been light.  
  Senértha has many lovers, almost one in every city, and you seem to be partly ornamentation and 
  partly a travelling mat-warmer.  This suits you just fine as it leaves you free to do virtually 
  whatever you want. 
   
  Your only worry is that she'll tire of you as well.  Then what?  You're old enough that maybe 
  another lady won't want you.  You dread the thought of becoming a menial again.  Your main 
  competition is Béshmu, the new concubine.  Senértha won him in a tsahltén match that Kómek 
  judged several months ago.  He's younger, cockier and sleeps with her more often.  If you can get 
  rid of him (how fair a judge was Kómek?) or get him to fall from grace, your position will be 
  much more secure. 
   
  Additional Information 
  You know that Senértha travels without bodyguards because she feels protected by the four Eyes 
  she carries.  You can recognize on sight the one that protects her from attacks since she used it 
  once on the Sákbe road.  You think you can recognize the one that shoots out lightning.  You're 
  not as certain on that one because you were scrambling for cover by then.  You don't know what 
  the other two do.  You never saw her use them. 
   
  Goals 
  1.  Either get rid of Béshmu or blacken his reputation in some fashion 
  2.  Enjoy yourself.  You like musical performances; see if you can sit in on Timúna while she 
  practices with the ténturen musicians. 
  
   
   
  Jímu 
   
   
  Dancer, Male, Hnálla, 25 years old 
  Attractive (Very), Hard Luck 
   
  Strength  6 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 7 
  Dexterity  8 
   
  Knowledge (Jakálla)  1 
   
  Missile Attack 8 
  Intelligence  4  
  Etiquette (Slave)  2 
   
   
  Melee Defense 5 
  Psyche  3 
   
  Etiquette (Very High)  1 
   
  Missile Defense 6 
  Willpower  3  
  Subculture (Slave)  2  
   
  Initiative Base 8 
  Charisma  4 
   
  Arts (Dancing)  4 
   
   
  Health Points 45 
   
   
   
   
   
   
   
   
  Shock Value 9 
   
   
   
   
   
   
   
   
  Magic Resistance 4 
   
  You have never been so unhappy in your life.  What did you do to deserve this fate?  
  Your life had been going so well.  You were the son and grandson and great-grandson of 
  slaves owned by Sea Blue.  In fact, they for have owned your family so long that there's 
  no memory left of any previous existence.  When you proved to be both handsome and 
  especially agile, you were sent to Jakálla and trained in the most popular and refined 
  styles of dance.  Dancing was always a joy and delight to you.  You were showered with 
  compliments by the finest of people, and enjoyed many liaisons with your fellow dancers.  
  (How helpful that so many of them worshipped Dlamélish rather enthusiastically.) 
   
  But then a year ago Senértha hiTánkolel attended one of your performances.  It went 
  magnificently.  Then several days later, the clan steward came to you and told you that 
  Senértha had requested you as part of her retinue.  She was apparently a rising star for the 
  clan and so her request was granted.  It made no sense to you.  You don't perform alone.  
  Your style always requires at least one partner.  And yet, while Senértha had a singer and 
  two musicians traveling with her, there were no other dancers.  You have yet to be asked 
  to perform a dance.  This made you afraid that she really wanted you for another 
  concubine (you're homosexual), but she made no motions in that direction.  Instead, you 
  are ignored and seem to have been forgotten.  This has depressed you greatly.  You have 
  to do something because you don't think you can stand this any longer. 
   
  Goals 
  1.  Get someone who appreciates dancers to buy you from Senértha. 
   
  2.  If you can't do that, at least get the other slaves to pay some attention to you. 
  
   
   
  Kómek 
   
   
  Tsahltén Judge, Male, Hriháyal, 32 years old 
  Bad Reputation, Hard Luck, Older 
   
  Strength  5 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 5 
  Dexterity  5 
   
  Knowledge (Béy Sü)  1 
   
  Missile Attack 5 
  Intelligence  6  
  Etiquette (Low Clan)  1 
   
  Melee Defense 3 
  Psyche  3 
   
  Etiquette (Slave)  1 
   
   
  Missile Defense 3 
  Willpower  6  
  Subculture (Low Clan) 1 
   
  Initiative Base 5 
  Charisma  4 
   
  Subculture (Slave)  1  
   
  Health Points 55 
   
   
   
  Observation (Cultural) 1 
   
  Shock Value 11 
   
   
   
  Artisan (Weaver)  2  
   
  Magic Resistance 4 
   
   
   
  Brawling  2 
   
   
   
  Gambling (Tsahltén)  6 
   
   
   
  Gambling (Dén-Dén)  1 
   
   
   
  Gambling (Kévuk)  1 
   
   
   
  Intimidation (Street)  2 
   
  How oddly the Weaver has woven your skein!  Once you had a clan.  You were a proud 
  member of Green Opal.  You had a wife.  (Have a wife?  You never really knew if a 
  divorce was filed at the Palace of the Realm.  It must have been.)  It wasn't your fault.  It 
  was Qólmu's.  He's the one who claimed he was the better weaver.  He's the one who was 
  so clumsy that he hit his head when you gave him a well-deserved shove.  And he's the 
  one who had the ill grace to die instead of just being injured.  But you're the one who got 
  blamed for it all.  The clan elders conspired against you, revoked your clan membership 
  and sold you into slavery. 
   
  That was 14 years ago.  Sea Blue purchased you very cheaply.  You should have become 
  a litter-bearer or someone else involved in heavy labor, but a son of an elder had a fancy 
  of becoming the talk of the town through his exciting tsahltén matches.  So he picked a 
  couple dozen slaves to send over to the Clan of the Balanced Stone to see if any had a 
  facility for learning how to judge tsahltén.  To your amazement, you were one of the few 
  selected to finish out the training.  It was long and difficult, but you eventually became an 
  accomplished judge.  You only ended up working for the elder's son for less than a year 
  before he grew bored and lost interest.  Then you were hired out for special occasions 
  until you were assigned to Senértha's retinue several years ago.  She travels frequently for 
  the Palace of War and attends parties at almost every stop.  Drinking, gambling at 
  tsahltén and keeping a string of lovers seem to be her favorite pastimes.  You've done a 
  lot of judging for her.  Not three months ago, you judged the contest in which she won 
  her latest concubine, Béshmu.  This seems to have been some kind of blow to Béshmu's 
  pride.  You don't know why.  He's a slave; what did he expect?  But you keep a careful 
  eye on him in case he tries to get some kind of revenge. 
   
  Additional Information 
  
   
   
   
  1.  Tsahltén is a popular form of gambling.  Of Mu’ugalavyáni origin, it involves tossing 
  a handful of colored sticks into the air and "making the pattern" one has called.  A 
  professional judge is usually required to determine whether the figure has been "made", 
  "not made", or "neither made nor not made" according to very complex rules.  A thrower 
  who makes his pattern wins any wagers he has ventured according to the odds for each 
  figure.  Those who have bet on his success also win.  All bets must be covered by other 
  players.  Béshmu's former owner bet his slave that he could make a very difficult pattern.  
  Senértha covered his bet with Darkán (Darkán does not know this).  He didn't make the 
  pattern, and Senértha walked away with Béshmu. 
   
  2.  You've taken a liking to the cook Sitláya.  But she seems to be shy and doesn't spend 
  much time with the other slaves. 
   
  Goals 
  1.  Keep track of what Béshmu is up to. 
   
  2.  Try to get Sitláya to spend some time with you. 
  
   
   
  Rachán 
   
   
  Ténturen musician, Male, Avánthe, 21 years old 
  Impulsive (+2 penalty to detect deception or charm.  Make Willpower Stat check to resist 
  blatantly revealing your feelings) 
   
  Strength  6 
   
  Language (Tsolyani, speak)  2  
  Melee Attack 8 
  Dexterity  9 
   
  Knowledge (Béy Sü)  1 
   
  Missile Attack 8 
  Intelligence  4  
  Etiquette (Slave)  2 
   
   
  Melee Defense 6 
  Psyche  4 
   
  Etiquette (Very High)  2 
   
  Missile Defense 6 
  Willpower  4  
  Subculture (Slave)  2  
   
  Initiative Base 9 
  Charisma  5 
   
  Arts (Ténturen)  3 
   
   
  Health Points 50 
   
   
   
   
   
   
   
   
  Shock Value 10 
   
   
   
   
   
   
   
   
  Magic Resistance 4 
   
  You and your twin brother Chémyal were born slaves to the Sea Blue clan. Your mother 
  was a slave but your father was a Sea Blue clan member.  That's given the two of you a 
  few breaks.  When you both showed some musical talent, you were trained as ténturen 
  musicians instead of becoming cooks or body-servants or litter-bearers or concubines.  
  The ténturen is a 12 stringed instrument with two resonance chambers.  It requires one 
  person to finger the strings and another to pluck them with metal finger-picks.  Yours is a 
  fine instrument made of dark, polished wood.  You pluck the strings while Chémyal 
  fingers them. 
   
  Lately, your profession has become much more interesting to you.  Rather than just doing 
  enough to get by, as your twin Chémyal does, you've developed a desire to expand your 
  repetoire.  When Timúna, the epic singer, suggested learning the Khéiris Recension of the 
  'Lament to the Wheel of Black', you were thrilled.  Of course, maybe that's because you 
  would then have to spend many close hours in practice with Timúna.  It hasn't escaped 
  your notice that she's beautiful.  In fact, you can think of many activities that you'd to 
  practice with her.  If only Chémyal didn't seem to go out of his way to irritate her, you 
  might get somewhere. 
   
  Additional Information 
  After your concert last night, Senértha said she wanted to talk with you in the morning. 
   
  Goals 
  1.  Spend as much time with Timúna as possible. 
   
  2.  Keep the peace between Chémyal and Timúna. 
  
   
   
  Sitláya 
   
  Cook, Female, Dlamélish, 26 years old 
  Hard Luck, Older, Uneducated 
   
  Strength  5 
   
  Language (Tsolyani, speak)  2 Melee Attack 5  
  Dexterity  5 
   
  Knowledge (Béy Sü)  1  
  Missile Attack 5 
   
  Intelligence  4  
  Etiquette (Low Clan)  1  
  Melee Defense 3 
  Psyche  5 
   
  Etiquette (Slave)  1 
   
   
  Missile Defense 3 
  Willpower  8 
   
  Subculture (Low Clan)  1 
   
  Initiative 5 
  Charisma  4 
   
  Subculture (Slave)  1 
   
   
  Health Points 65 
   
   
   
  Cooking (Tsolyani)  3  
   
  Shock Value 13 
   
   
   
  Negotiation (Business)  3 
   
  Magic Resistance 4 
   
   
   
  Observation (Cultural)  1 
   
  The Weaver of Skeins has not dealt kindly with you.  You were born and raised in the Green 
  Stone clan, a low status but honorable position in Tsolyani society.  You grew up working 
  steadily around the clanhouse, always there to lend a hand when needed.  You enjoyed spending 
  time with your clan cousins, waiting slightly impatiently for the day when your marriage would 
  be arranged.  After all, you were already 14.  And then you met him.  Hóru came into the 
  clanhouse when his family came up from Penom.  You fell madly in love with him, but he 
  wouldn't even look at you, not even for a short dalliance.  So you decided to attract his attention.  
  You wanted to present him with a fine present.  Since you lacked the money to buy one, you 
  decided to just help yourself.  Surely the merchant wouldn't miss just one? 
   
  The thread the Weaver wove turned out to be grey, not black, as you were merely sold into 
  slavery for the theft and not impaled.  For the last 12 years you have labored for Sea Blue as a 
  kitchen worker and then a cook.  You've slowly evolved a plan for how to get out of slavery.  
  You will accumulate enough money to bribe a Sea Blue slave overseer into letting you buy your 
  freedom.  You'll tell him you got the money from your old clan.  Then, when you return home, 
  you'll tell Green Stone that Sea Blue released you as a reward for good service.  Then you life 
  will finally be set back to rights. 
   
  You've been getting the money through clever management of your resources.  When you go out 
  on your food shopping expeditions, you always choose the more reasonably priced ingredients 
  and then bargain hard for them.  You then pocket the difference between what you were allotted 
  and what you actually spent. 
   
  Additional Information 
  You made two food shopping expeditions yesterday: once in the morning and again in the 
  afternoon.  Two Vríddi bearer slaves (Sivusé and Hémeth) accompanied you and carried your 
  purchases.  You saved 4 hlásh yesterday!  A good day. 
   
  Goals 
  1.  Continue to quietly accumulate money. 
   
  2.  Don't get distracted, especially by a man.  Men have been enough trouble already. 
  
   
   
  Sríma 
   
  Body-Servant, Female, Drá, 16 years old 
  Ambidextrous, Uneducated, Younger 
   
  Strength  6 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 6 
  Dexterity  6 
   
  Knowledge (Béy Sü)  1 
   
  Missile Attack 6 
  Intelligence  4  
  Etiquette (Slave)  2 
   
   
  Melee Defense 4 
  Psyche  4 
   
  Subculture (Slave)  2  
   
  Missile Defense 4 
  Willpower  5  
  Stealth (Urban)  1 
   
   
  Initiative Base 6 
  Charisma  5 
   
  Observation (Cultural)  1 
   
  Health Points 55 
   
   
   
   
   
   
   
   
  Shock Value 11 
   
   
   
   
   
   
   
   
  Magic Resistance 4 
   
  This trip to Fasíltum is your first time working for Senértha.  She has a fearsome reputation of 
  going through body-servants quickly.  The other slaves whisper that the first wrong move quickly 
  brings down curses and beatings on your head.  Second offenses tend to bring banishment to 
  latrine duties or worse.  Consequently, you have kept your head low and been very attentive.  
  This has left you exhausted from lack of sleep, but you've yet to earn her ire.  You're not sure how 
  long you can keep this up though. 
   
  If you weren't so intimated by Senértha, you would try to gain her favor by pointing out a few of 
  the small things you've noticed so far.  Like, the cook is stealing from her.  She bargains hard in 
  the market and buys inferior foodstuffs and then pockets for herself the hlásh that she saves.  Or, 
  that the new concubine Béshmu is a spy for Cloak of Azure Gems.  He's always sneaking around 
  and trying to poke in Senértha's belongings when he thinks no one is watching.  You bet his last 
  owner deliberately lost that tsahltén match just so he could get someone inside Senértha's 
  household.  And who knows what Timúna, the epic singer is up to?  She seems to be trying to 
  subvert the musicians, always holding secret conferences with them.  Maybe they're planning to 
  try and embarrass Senértha at their next performance. 
   
  Additional Information 
  Your arms are still tired from fanning Senértha all day yesterday as she received visitors and 
  worked.  You paid no mind to the faceless little clerks who came in the morning.  The afternoon, 
  however, was more interesting.  You disliked the Sword of Fire visitor, Osumétlu hiArusá.  He 
  was pathetic, wanting to re-start a romance that Senértha cast aside years ago.  And he was rude.  
  He didn't give Senértha her gift (a bottle of wine) until he was ready to leave.  A gentleman gives 
  gifts when he arrives.  And then there was the Dritlán.  He scared you.  He seemed very upset 
  about some contract.  At one point, you thought he might hit her. 
   
  Goals 
  1.  Make yourself look better by pointing out the failings of your fellow slaves.  
   
  2.  Keep up your good work at your job so Senértha doesn't decide to do something awful. 
  
   
   
  Timúna 
   
   
  Epic Singer, Female, Qón, 27 years old 
  Attractive (Quite), Highly Skilled, Older 
   
  Strength  4 
   
  Language (Tsolyani, speak)  2 
  Melee Attack 4 
  Dexterity  3 
   
  Language (Tsolyani, read)  2  
  Missile Attack 3 
  Intelligence  6  
  Language (Engsvanyáli, speak)  2 
  Melee Defense 2 
  Psyche  2 
   
  Language (Engsvanyáli, read)  2 
  Missile Defense 1 
  Willpower  4  
  Arts (Singing)  5 
   
   
  Initiative Base 3 
  Charisma  5 
   
  Charm (Social)  2 
   
   
  Health Points 40 
   
   
   
  Knowledge (Béy Sü)  1 
   
  Shock Value 8 
   
   
   
  Etiquette (Slave)  2 
   
   
  Magic Resistance 4 
   
   
   
  Etiquette (Very High Clan)  2 
   
   
   
  Subculture (Slave)  2 
   
  You have led a privileged life as a slave.  You were born into Sea Blue's ownership, your mother 
  having been a life-long slave to the clan.  By the time you realized that the other slave children 
  were already hard at work while you were still at your lessons, you figured out that your father 
  was a Sea Blue clan member.  You suspect that you know who he is, but your mother's never said 
  anything, and he's never acknowledged you.  Intellectually, you know the clan will never offer 
  you membership, but secretly you still dream about it.  To go in one leap from being nakomé to 
  being a member of the most prestigious clan short of the Tlakotani! 
   
  As it is, you are very valuable.  You turned out to have a fine voice as well as an excellent 
  memory.  Consequently, you were trained as an epic singer and frequently perform at clan feasts 
  and for private audiences.  For the last three years, you have been attached to the retinue of 
  Senértha hiTánkolel.  While you appreciate the opportunity to see the empire, you would prefer to 
  remain in Béy Sü where you could build your reputation by performing for larger audiences.  As 
  it is, you make the best of a mediocre situation by trying to expand your repertoire as much as 
  possible.  For instance, you need to learn the Khéiris Recension of the "Lament to the Wheel of 
  Black."  All the most popular singers know it.  It's a disgrace that you haven't mastered it yet. 
   
  Unfortunately, you're also being held back by your accompanists.  Chémyal and Rachán, the twin 
  brothers who play the ténturen while you sing are growing increasingly lax.  They seem to have 
  decided that they no longer need to practice.  In fact, their ténturen was even out of tune during 
  the last performance!  You're going to have to set them straight before they start making you look 
  bad. 
   
  Additional Information 
  After your concert last night, Senértha said she wanted to talk with you in the morning. 
   
   
  Goals 
  1.  Have a rehearsal session with Chémyal and Rachán, and make sure the ténturen is in tune. 
   
  2.  Enhance your reputation by giving a successful performance. 
  
   
   
  Non-Player Characters 
   
  1.  Senértha hiTánkolel, 15th Circle Aridáni Palace of War Bureaucrat, Sea Blue, Hnálla 
   
  Senértha is a Regional Superintendent of the Disposition of the Palace of War's Monies 
  and Supplies.  She oversees the logistics of the armies, handing out appropriate contracts, 
  determining the allocation of supplies, evaluating future needs and so forth.  Though 
  there are plentiful opportunities for graft, she is nearly as honest as one can be at her 
  level.  That is, she signs corrupt contracts only when forced to by political necessity.  
  Determination to keep her hands clean and a certain perverse pleasure in frustrating the 
  ambitions of others has led her to rely mainly on Sea Blue-trained slaves rather than 
  clerks and other personnel from the Palace of War.  This also allows her to conduct her 
  affairs with a measure of privacy that others in the higher Circles have lost.  Her skill and 
  clan status have led to her eccentricities being tolerated. 
   
  Senértha has no husbands, but does keep two concubines and a string of lovers.  This 
  habit has finally proved her undoing.  Treshélmu hiVríddi met her at a party two years 
  ago and was smitten with her.  He's traveled to various cities to meet her where she 
  works.  Senértha found this amusing and encouraged him.  At the time, he was a Dritlán 
  in the Legion of Searing Flame, but recently he left to run security for the Vríddi in 
  Fasíltum.  Treshélmu did this out of clan loyalty, but Senértha despised it as a sign of 
  cowardice.   
   
  When Treshélmu invited her to stay at the Vríddi clanhouse after he heard that she was 
  coming to Fasíltum on business, he did so with the intention of asking her to marry him.  
  Senértha accepted his offer in order to observe the inner workings of their clan and reject 
  him to his face.  The confrontation came during their private tête-à-tête in the roof garden 
  yesterday evening.  Senértha's contemptuous refusal of his proposal so enraged the hot-
  blooded Treshélmu that he seized his ceremonial dagger and stabbed her to death. 
   
  Ironically, Treshélmu killed her only hours before she would have died from drinking the 
  poisoned wine that Osumétlu had given her. 
   
  The PCs will not discover her death until they try and find her in the morning. 
   
  Possessions 
   
  It's very likely that different characters will try and ransack Senértha's apartment.  Her 
  personal belongings of note are as follows: 
   
  A.  Small collection of eyes: 
   
  Eye of Being an Unimpeachable Shield Against Foes 
   
  Eye of Calling Forth an Unconquerable Army 
   
  Eye of Strengthening the Majesty of Weapons 
   
  Terrible Eye of Raging Power 
   
  
   
   
  The Eye of Being an Unimpeachable Shield Against Foes provides immunity for 20 
  combat rounds from all blunt or edged weapons for as many as four people.  It doesn't 
  protect against spells, Eyes, or other magical devices.  The effect is not immediately 
  obvious. 
   
  The Eye of Calling Forth an Unconquerable Army contains an army of up to 100 
  automatons that are called forth from another plane.  If there is ongoing combat when 
  they are summoned, they will fight whomever the holder of the eye orders them to for 20 
  combat rounds.  If there is no combat, they will wait for an order to attack.  If no order is 
  forthcoming within 20 combat rounds, they will return to their plane. 
   
  The Eye of Strengthening the Majesty of Weapons permanently enhances the 
  effectiveness of weapons and armor.  The effect is not immediately obvious. 
   
  The Terrible Eye of Raging Power blasts a charge of electricity up to a range of 100 feet.  
  Its beam is a circle roughly 10 feet in diameter and thus can hit 1-10 beings at once.  If 
  fired in close quarters, it will rebound upon the user. 
   
  B.  Letter of complaint from Dlamúz hiSérekel disputing the fairness of a call during a 
  tsahltén match.  It contains a threat of bringing a suit before the Palace of the Realm.  
  (Dlamúz is Béshmu's former owner.) 
   
  C.  Two bottles of dark purple dlél-fruit wine.  One is marked with the seal of the Arch of 
  Heaven; it was a gift yesterday from Túlkesh hiFershéna, the High Tower clan-master.  
  The other bears the seal of Weeping Stone and is a gift from the Dritlán of the Legion of 
  Storm of Fire who also visited yesterday. 
   
  Note that the third bottle of wine, the one from the Glory of the Worm, which was given 
  to Senértha yesterday by her old Sword of Fire lover Osumétlu hiArusá is missing.  
  Senértha and Treshélmu drank from this bottle during their rendezvous in the roof 
  garden. 
   
  D.  Contract between the Palace of War and the High Tower clan and the Iron Fist clan.  
  It commissions chlén-hide from High Tower and smithing services from Iron Fist.  Iron 
  Fist signed a month ago; High Tower signed yesterday (the purpose of the clan-master's 
  visit). 
   
  This contract is corrupt.  The Palace of War is paying 25% more than normal and 
  ordering twice as much as they should need.  The clan-master of High Tower in Fasíltum 
  is the brother-in-law to the governor's brother (his sister became the man's fifth wife).  
  The governor has thus insisted on this clan as the supplier of chlén-hide.  High Tower 
  inflated the price.  Senértha knows that their quality is poor (they seem to be cutting 
  corners in the tanning process to make it go faster) and that weapons and armor made 
  from this chlén-hide will fail more often than normal.  Thus, she has ordered twice as 
  much as normal so as to insure that replacements will be on hand. 
   
  
   
   
  F.  Contract commissioning the transport of supplies during the Milumanaya campaign.  
  Signed by the clans who are a party to it: 
   
  Golden Sapphire (foodstuffs) 
   
  Black Pinnacle (foodstuffs) 
   
  Weeping Stone (wine and liquor) 
   
  Turning Wheel (transport of goods) 
   
  This is a major contract that needs to be registered at the Palace of War before it is in 
  force.  It will profit all the signatories greatly so they will be very upset if it's lost and has 
  to negotiate again. 
   
  G.  Supply of herbs: lisútl root (a contraceptive), tsúral buds (medicine), powdered hmíss-
  weed bark (medicine), twists of hnequ-weed (a mild stimulant that's chewed). 
   
  H.  A book, "Korunkoi hiChanmismongedali" [The Book of Great High Cartography], 
  written in modern Tsolyani, which teaches the reading of map symbols. 
   
  This is what Senértha studied over lunch yesterday. 
   
  I.  A map symbol: an oblong of sand-yellow jasper.  It's the symbol for Milumanaya. 
   
  J.  Letter from Zhurak hiKutonyal of Golden Sunburst.  It expresses his desire to see her 
  again and praises her beauty. 
   
  K.  A poem copied out in elaborate calligraphy using gold ink on the finest parchment.  
  It's a love poem written in Engsvanyáli from the works of the great romantic poet Yetil of 
  Gánga.  It's from an anonymous admirer. 
   
  L.  A set of kévuk dice, a set of tsahltén sticks and a dén-dén case. 
   
  M.  Two small bottles of tsuhóridu (a potent and very expensive liquor). 
   
  N.  Jewelry:  3 narrow bracelets of gold, a gold anklet of linked pieces, a necklace set 
  with fire opals, 4 amulets and a brooch set with gems. 
   
  O.  Clothing: Embroidered tunics of find Güdru-cloth, beautiful overtunics of the finest 
  Thésun-gauze, sandals of soft Vringálu-hide, traveling boots of tooled Vringálu-hide, 
  shawls of the softest hmélu-wool, a brocaded mantle sewn with small gems, a belt with 
  plaques of ivory and gold alternating. 
   
  P.  A locked wooden box filled with káitars, blank Sea Blue writs and blank Palace of 
  War writs. 
  
   
   
  2.  Treshélmu hiVríddi, Clan Master at Arms in Fasíltum, Vríddi, Vimúhla, 
  Formerly a Dritlán in the Legion of Searing Flame 
   
  Treshélmu was a hot-blooded Vríddi elitist.  He was among those who believe that 
  Fasíltum should be independent.  Or at the very least, a Vríddi should sit on the Petal 
  Throne.  Though he'd reached the rank of Dritlán, the clan elders realized he'd never be 
  promoted further.  Treshélmu had been far too open about his political opinions.  Rather 
  than waste money on fruitless bribes for future promotions, the decision was made to 
  recall him to the clanhouse where his considerable talents could be put to use.  Ever loyal, 
  he obeyed and gave up what he thought was a most promising career in the legion. 
   
  Treshélmu decided to forge ahead in his new life.  It was time to get married and start 
  producing progeny.  Being madly infatuated with Senértha, he invited her to Fasíltum in 
  order to propose.  When she rejected his proposal in the roof garden, he stabbed her 
  repeatedly in his astonished fury.  When he came to his senses and realized what he'd 
  done, he stumbled away and went down to the baths.  There he avoided awakening the 
  dozing servants, stripped off his bloody clothing and jewelry and cleansed himself.  His 
  clothes he put in the bottom of one of the baskets filled with towels.  His dagger he took 
  with him as he stumbled naked back to his apartment.  His body-servant woke up on his 
  entry and Treshélmu gave orders not be disturbed for any reason.  Once in his bedroom, 
  he flung the dagger against the far wall and collapsed on his sleeping mat with an arm 
  flung over his eyes.  He died shortly thereafter from the poisoned wine (from Osumétlu 
  hiArusá) that he and Senértha drank that evening. 
   
  Treshélmu will not be missed by the Vríddi clan in the time period of this scenario.  His 
  body-servant, Hórga, does not yet know that he is dead.  He truly hasn't disturbed him 
  since Treshélmu's wrath can be great. 
   
  If Treshélmu is revivified, he will not realize that he was dead.  Instead, he will merely 
  assume that he's being awakened from his last night's sleep.  By this time he will be filled 
  with remorse over his deed and, if accused, will confess to murdering Senértha, though 
  not the reason why.  (At least, not publicly.  Privately he will tell Méshmuel.)  He will 
  also volunteer to shoulder alone the shámtla claim from Sea Blue.  These actions may go 
  at cross-purposes with Méshmuel if Méshmuel has decided to blame Senértha or the PCs 
  for the poisoned wine. 
  
   
   
  3.  Méshmuel hiVríddi, Clan-elder, Vríddi, Vimúhla 
   
  Méshmuel has heard that Senértha carries with her a Thoroughly Useful Eye (an 
  extremely rare eye, it re-charges other eyes).  He greatly desires this eye, as the Vríddi 
  clan possesses an Eye of Revivification that they believe to be out of charges.  It actually 
  has one charge left.  It simply failed to work last time because the intended recipient was 
  beyond even the Eye's ability. 
   
  The rumor is false.  The Sea Blue clan does have a Thoroughly Useful Eye, but it's not in 
  Senértha's possession. But since Méshmuel believes this to be the case, he will try almost 
  anything to search her quarters and steal whatever eyes she possesses.  He will first send 
  servants to ascertain Senértha's whereabouts.  If he can verify that she's out of her 
  apartment, he'll send more servants to lure the PCs away.  Then a Vríddi guard will 
  quickly search her rooms and steal the eyes, if they are present. 
   
  Note that the clanhouse is heavily warded against spells so he can't simply use 
  Clairvoyance.  Also, Senértha (indeed, anyone) would consider it a grave insult if she 
  detected it. 
   
  Méshmuel's course of action will be as follows: 
   
  Ascertaining Senértha's whereabouts 
   
  1.  If the PCs declare she is out, then he will immediately proceed to step two, trying to 
  lure them away. 
   
  2.  If the PCs stonewall the servant or declare that she's in: 
   
  A.  Badger with a strongly worded request to see her immediately, ostensibly to 
  discuss the Fasíltum legions. 
   
  B.  Deliver a message from the Palace of War that her presence is required 
  immediately (a Vríddi there is primed to receive her if she comes). 
   
  C.  Invite her to lunch with the elders. 
   
  If the PCs refuse to respond to any of these, Méshmuel will become suspicious and 
  proceed to start trying to lure them away. 
   
  Luring the PCs Away 
   
  1.  A couple servants will come and invite them to attend a party going on in the kitchen 
  for the servants in honor of a local Vimúhla holiday.  Of course, there is no holiday, but 
  since the servants were promised a party if the slaves came, they will try and be as 
  persuasive as possible. 
   
  2.  A chamberlain will deliver a summons to report to a Vríddi clan steward for a lecture 
  on how to behave while staying in a noble clanhouse. 
   
  
   
   
  3.  If the PCs have so far refused to budge, Méshmuel will now simply send in guards, 
  strong-arm them to a different location of the clan-house and then accuse them of a theft.  
  He only needs 5-10 minutes (less than half a kirén) to search for the eyes.  Once that 
  amount of time passes, he'll accept whatever excuses or denials the PCs offer and release 
  them with a warning. 
   
  If the PCs have figured out that Treshélmu is the likely murderer and accuse him to 
  Méshmuel, Méshmuel will take their accusations seriously.  After all, he'll still be able to 
  search for the Thoroughly Useful Eye, and if he finds it, he can revivify Senértha and 
  give Treshélmu up.  In addition, the murder of a Sea Blue clan member within the walls 
  of the Vríddi clanhouse is explosive, politically and socially.  He will take them to 
  Treshélmu's apartment and get them inside.  Once they discover Treshélmu is also dead, 
  Méshmuel's reactions will depend greatly on how diplomatic the PCs have been.  If they 
  have shown proper deference, he will entertain the theories they advance.  If they have 
  been aggressive, accusatory or arrogant in any way, he will accuse Sea Blue of murdering 
  Treshélmu and excuse Treshélmu's actions as self-defense.   It will also be difficult to get 
  him to listen to theories of a third party's involvement. 
   
  Possible scenarios Méshmuel will entertain, depending on the PCs actions: 
   
  1.  It was a murder-suicide.  Treshélmu murdered Senértha and then committed suicide.  
  Thus, very little shámtla will be owed to Sea Blue since it's mostly been paid through 
  Treshélmu's death. 
   
  2.  It was Senértha's fault.  She served Treshélmu poisoned wine, he realized it and 
  attacked her in self-defense.  The Vríddi clan will seek shámtla from Sea Blue if Sea Blue 
  dares to demand shámtla. 
   
  3.  It was the PCs' fault.  They poisoned the wine and provoked Treshélmu's attack. 
   
  "Re-Charging the Eye of Revivification" 
   
  If Méshmuel has been successful in retrieving Senértha's eyes, he will try to "re-charge" 
  the Eye of Revivification in order to bring back Treshélmu and Senértha.  He'll first ask 
  the PCs if they know which eye is the Thoroughly Useful one.  If Darkán doesn't try and 
  narrow down the choices, he will pick randomly.  If Darkán assists, he'll pick randomly 
  from the ones left.  He'll test an eye first by firing it (at a wall or a PC, depending on how 
  interactions with the PCs have gone) before trying to recharge his own eye.  If nothing 
  appears to happen, he'll assume it is the Thoroughly Useful Eye and have a guard "re-
  charge" by placing the two eyes face to face and pressing the stud on the Useful Eye.  
  Afterwards, he'll pick it up and try it on Treshélmu.  Most likely, the PCs won't figure out 
  what he intends to do (and thus won't be able to try and persuade him to raise Senértha 
  first), unless they are given hints.  The easiest way would be to simply have Méshmuel 
  starting talking aloud as the "re-charging" proceeds, recounting past tales of famous 
  Vríddi restored to life, speculating on how this will enhance Mirusíya's chances of 
  obtaining the throne. 
  
   
   
   
  Now, while nothing will appear to happen when the Eye of Being an Unimpeachable 
  Shield or the Eye of Strengthening the Majesty of Weapons are tested by Méshmuel, the 
  other two are another question entirely.  If the Eye of Calling Forth an Unconquerable 
  Army is tested, the army will appear and will have to be dealt with (see its description in 
  Senértha's NPC description).  If the Eye of Raging Power is tested, have some fun with it.  
  Be sure to remember that if fired in close quarters, it will rebound upon the user. 
   
  When Méshmuel has used the last remaining charge in his Eye of Revivification and it 
  fails when he tries to revive a second person, he will be extremely frustrated and puzzled 
  and will take out his frustration on the PCs.  The only happy ending for him is for Sea 
  Blue to arrive and for the two clans to realize what the other has and work out a mutually 
  beneficial arrangement. 
  
   
   
  4.  Osumétlu hiArusá, Poet, Sword of Fire, Vimúhla, 36 
   
  Osumétlu is an old lover of Senértha.  Like many of her other lovers, she met him at a 
  party.  It was in Béy Sü many years ago when they were both in their early twenties.  At 
  the time Osumétlu still harbored ambitions of being a famous poet.  They saw each other 
  for almost two years before drifting apart as Senértha progressed in her career and he 
  concentrated on his poetry.  This was long enough ago that none of the PCs will 
  recognize him. 
   
  Osumétlu's life has been a disappointment.  His poetry was dismissed as trite and inferior.  
  Humiliated, he left the party scene in the cities and began to wander.  His travels took 
  him to Yán Kór where he watched the rise of Baron Ald.  It occurred to him that this 
  would make the subject of a great epic.  It also occurred to him that if the Baron defeated 
  Tsolyánu, the scope of the epic would be even greater.  To help this fortunate ending 
  come about, Osumétlu offered his services to the Surgéth, Yán Kór's secret police. 
   
  When the Surgéth discovered his prior relationship with Senértha, they gave him the 
  mission of removing her as an active player in the Palace of War.  The method was left 
  up to him. His plan was to have her fall in love with him again and then she would do his 
  every bidding.  If it looked like she was resisting him, he would kill her. 
   
  When he heard that Senértha was coming north to Fasíltum, Osumétlu decided to pay her 
  a visit and feel her out.  He brought along a bottle of dlél-fruit wine brewed by the Glory 
  of the Worm that had been adulterated with epéng poison.  [He opened the bottle, added 
  the poison, and then went back to have them seal it again.  They were puzzled, but 
  complied.  If Glory of the Worm is questioned, they will quickly confirm this.]  He 
  waited to give it to her until the end of his visit (after he ascertained that she could not be 
  turned), a breach of etiquette that was noted by Sríma, the body-servant. 
   
  Osumétlu is somewhat deranged, which has left him overconfident.  He sent the fruit and 
  the summoning plaque to try and immediately find out if his plot was successful.  If 
  summoned, he will come again to the Vríddi clanhouse without delay.  If questioned, he 
  will deny poisoning the wine, but he'll also refuse to drink any of it.  He will explain that 
  he has a mission that he must complete.  If pressed about this rather surprising statement, 
  he will become increasingly agitated, talking about art and the great epics and the tragic 
  sweep of history.  It's up to the referee's discretion on whether he'll actually break down 
  and tell all (though if he does, it should include the name and description of his Surgéth 
  handler).  If he is actually confronted with Senértha's corpse, this will help to break him 
  down. 
   
  
   
   
  5.  Túlkesh hiFershéna, Clan-master, High Tower, Hrü’ü 
   
  Túlkesh visited Senértha yesterday and signed the contract for the chlén-hide.  (Iron Fist 
  signed earlier.  Senértha was in the final stages of readying this contract.)  His visit was 
  quite amicable.  He presented her with a bottle of dlél-fruit wine brewed by the Arch of 
  Heaven.  Then they exchanged pleasantries about the weather and the city and then 
  signed the contract.  Since Senértha had decided to accept the political realities of the 
  situation, there was no conflict between them. 
   
  If summoned, Túlkesh will come quickly.  When he finds out that slaves summoned him, 
  he will not be pleased.  They will need to point out the advantages of clearing suspicion 
  from his clan before he will answer their questions.  He'll identify the bottle he gave and 
  truthfully report what they discussed.  If questioned about the fairness of the contract 
  (especially if confronted with the Dritlán's complaints), he'll obfuscate.  It's a fair price; 
  chlén-hide is in demand these days; must work hard to keep the beasts properly fed.  If 
  the contract wasn't reasonable, why did Senértha order so much from them?  (He actually 
  doesn't understand that part.  He's not aware of the extent of the damage caused by their 
  new "quick" tanning procedure.) 
   
  
   
   
  6.    Kánbe hiTuplángte, Dritlán, Legion of the Storm of Fire, Vimúhla 
   
  The Dritlán visited Senértha yesterday in order to try and bribe her into securing a good 
  contract for their weapons and armor.  (The Palace of War passes on the cost of the 
  contracts to the appropriate legions.)  Unfortunately for him, Senértha was set on going 
  through with the corrupt contract and refused to negotiate with him.  When he inquired as 
  to the specifics of the contract, she refused to show it to him, knowing what his reaction 
  would be.  Instead, she quoted Imperial law that a contract isn't binding until registered 
  with the Palace, and that it was going to be registered until tomorrow.  He left quite 
  abruptly after that, visibly angry. 
   
  He will send a kási today to try to go behind her back and bribe a servant into revealing 
  the contents of the contract.  If it is indeed corrupt, the kási is instructed to try and 
  determine who met with Senértha and bribed her. 
   
  If he is summoned, he will come, suspicious but hopeful that Senértha has changed her 
  mind about the bribe.  If accused of the murder, he will be filled with righteous 
  indignation, threatening shámtla against Sea Blue.  He will be able to point out which 
  bottle of wine he brought and can supply witnesses to this effect (he took it from the 
  legion's stores). 
   
  
   
   
  Timeline of Events 
   
  Yesterday (Background Information) 
   
  *  Senértha breakfasted in her room on food prepared by Sitláya.  Sitláya also prepared 
  the food for all the other PCs. 
   
  *  Sitláya went food shopping in the morning, accompanied by two bearer slaves from the 
  Vríddi clan.  Chargésh acted as a chamberlain for the entire day, admitting and 
  announcing all of Senértha's visitors. 
   
  *  Clerks from the Palace of War came and went all morning.  Sríma was in attendance, 
  fanning Senértha constantly. 
   
  *  Sitláya prepared lunch for all.  Everyone ate in their own quarters.  Senértha studied 
  her Book of Great High Cartography to improve her reading of the Milumanaya map 
  symbol. 
   
  *  Sitláya went food shopping again, accompanied by the same two bearer slaves. 
   
  *  Sríma fanned Senértha all afternoon, making her privy to all the conversations. 
   
  *  Senértha received Túlkesh hiFershéna, the High Tower clan-master, and they signed 
  the corrupt contract.  Túlkesh arrived and left very happy.  He gave a bottle of wine as a 
  gift. 
   
  *  Senértha received Osumétlu hiArusá, her old Sword of Fire lover now Yán Koryáni 
  spy.  Osumétlu tried to revive their love affair so he could convert her into spying for Yán 
  Kór.  When that failed, he gave her the poisoned wine and left.  He arrived looking 
  cordial and left looking upset. 
   
  *  Senértha received Kánbe hiTuplángte, the Dritlán from Legion of the Storm of Fire.  
  He gave her a bottle of wine as a gift.  He tried to bribe her into committing them to a fair 
  contract.  She refused to negotiate or share any information on the contract.  He arrived 
  looking tense and left very angry. 
   
  *  Senértha and the PCs attended a Vríddi feast in the evening.  Senértha sat with 
  Treshélmu, who began his wooing.  Timúna, Chémyal and Rachán performed.  This is 
  the performance where Timúna felt the ténturen was out of tune. 
   
  *  Late in the evening, Senértha took Osumétlu's poisoned bottle of wine and retired to 
  the roof garden with Treshélmu.  The PCs know nothing beyond this point of what she 
  did. 
   
  *  Senértha and Treshélmu both drink the poisoned wine.  Treshélmu proposes, Senértha 
  turns him down contemptuously and Treshélmu stabs her to death in his anger. 
  
   
   
   
  *  Treshélmu cleans himself in the baths, returns naked to his apartment and collapses on 
  his sleeping mat where he dies from the poison several kirén later. 
   
  *  By early morning all the PCs have fallen asleep before Senértha returns. 
   
  Today 
   
  Note:  All events in the early morning are designed to spur the PCs into searching for 
  Senértha.  In general, space events out so that the PCs are kept busy but not so busy that 
  they don't have time to talk and strategize among themselves. 
   
  *  The PCs are in the midst of their morning routines.  Let them know that this is a much 
  more leisurely start to the day than yesterday.  As Sitláya prepares breakfast for everyone, 
  a Vríddi slave, Marján, knocks on the door.  He is bearing a basket of fruit (mash-fruit, 
  dlél-fruit) and a summoning plaque.  The plaque bears the emblem of Sword of Fire on 
  one side, and an "O" on the other.  Marján will wait for a reply, explaining that he needs 
  to relay it on the slave who brought the items and who's waiting in the outer courtyard. 
   
  These are from Osumétlu, of course.  He's trying to ascertain whether Senértha's still 
  alive.  He plans to do this every day (under the guise of a persistent lover) until he 
  receives the bad news. 
   
  Senértha's door will still be closed.  If they talk among themselves, the PCs will realize 
  that no one knows when (or whether) she came back last night.  Sríma was supposed to 
  stay awake until she returned, but was so exhausted from the fanning that she fell asleep. 
   
  Senértha's reacted variably to being disturbed in the past.  If she felt it was for a trivial 
  reason, she's become angry.  Otherwise, she's accepted it calmly enough. 
   
  Marján will be reluctant to accept that she can't be disturbed (Sword of Fire is a noble 
  clan after all).  If they tell him she's out, he'll accept and leave. 
   
  *  A clerk from the Palace of War arrives and expects to meet with Senértha to get her 
  signature on some documents.  He'll be puzzled about why she's not available since he 
  was expected.  He'll insist on waiting as he's been told not to return without her signature. 
   
  Use the clerk's continued presence to pressure the players if they haven't started searching 
  for Senértha yet. 
   
  *  A Vríddi chamberlain, Tháron, arrives asking to speak with Senértha.  (He's sent by 
  Méshmuel who's trying to figure out her whereabouts.) 
   
  If they tell him she's out, he'll leave immediately and tell Méshmuel. 
   
  
   
   
  If they give him any other answer, he'll be persistent in asking to see her.  (Only under 
  great stress will he give the "reason": a private matter concerning Vríddi-sponsored 
  legions. 
   
  *  A soldier from the Legion of the Sweet Singers of Nakomé arrives, escorted by 
  Marján.  He will announce that the legion accepts Senértha's gracious offer of a 
  performance of The Hymn to Na-Iverge. 
   
  This is the first the PCs have heard of this.  (Senértha was going to mention it this 
  morning which is why she told Chémyal, Rachán and Timúna to speak with her.)  The 
  soldier will not know when the performance is to be.  If pressed, he'll guess this evening. 
   
  *  A)  If Méshmuel hasn't been told that Senértha's out: another clerk from the Palace of 
  War will arrive, delivering a verbal message that Senértha's presence is required there 
  immediately. 
   
  He won't be able to say why, but he can give the title of who needs to see her.  This will 
  anger the other clerk if he's still waiting.  Like the chamberlain, he'll accept that she's out 
  but will persist if given any other answer. 
   
      B)  If Méshmuel knows she's out:  Sivusé and Hémeth, the two bearer slaves that 
  befriended Sitláya yesterday, will come and invite them to attend a party in the kitchen in 
  honor of a local Vimúhla holiday ("Feast of the Sun" since Firasúl, the hottest month, is 
  approaching). 
   
  *  A Kási from the Legion of the Storm of Fire will arrive, sent by his angry Dritlán who 
  visited yesterday.  He'll ask not for Senértha but to see the contract.  He's hoping to gather 
  information behind Senértha's back and will bribe to be able to do so.  If he sees the 
  contract, he'll be upset (the prices listed are far too high and the quantity is far too great).  
  He'll pry for information about who else met with her, who might have influenced her. 
   
  *  A)  If Méshmuel still hasn't been told that Senértha's out, the chamberlain Tháron will 
  return with a luncheon invitation from the Vríddi council of elders.  (It should be near 
  lunchtime by now). 
   
      B)  If Méshmuel now knows that she's away, Tháron will instead deliver a summons 
  for the slaves to report to a Vríddi clan steward for a lecture on how to behave while 
  staying in a noble clanhouse.  He will strongly imply that they've acted ignobly and are in 
  great trouble.  If they go with him, they'll get a watered-down version of the "theft" 
  lecture (see below) from a steward without any guards present. 
   
  If the PCs refuse to move for this, Tháron will simply call out for the guards.  Vríddi 
  guards will come and strong-arm them to a different location of the clanhouse where 
  Méshmuel will be waiting.  He will accuse them of a theft at the feast last night.  He only 
  needs to detain them for 5-10 minutes (less than half a kirén) to allow time for his guards 
  
   
   
  to search for the eyes.  Once that amount of time passes, he'll accept whatever excuses or 
  denials the PCs offer and release them with a warning. 
   
  Investigating 
   
  Note:  Since the PCs are slaves, they'll have a free run of the Vríddi clanhouse (except for 
  the most sensitive areas) as everyone will assume they're running errands for Senértha. 
   
  Roof Garden 
   
  If the PCs go to the roof garden to see if Senértha's still there, they will stumble over her 
  dead body.  The scene they will find is as follows:  Senértha's body will be soaked in 
  blood, half-lying on top of a pile of mats.  A pool of blood will have congealed around 
  her.  She is dressed as she was last night, in a gown of Thésun-gauze with sandals of soft 
  Vringálu-hide and an ornate collar of gold, gems and beadwork.  The gown is shredded, 
  and her torso bears multiple stab wounds.  A second pile of mats, in slight disarray but 
  with only a few drops of blood on them is next to hers.  A bottle and two glasses (both 
  partially shattered) lie nearby.  If tasted, they will prove to have contained dlél-fruit wine.  
  Anyone who tastes the wine will detect a bitter aftertaste and start to feel sick in a short 
  while.  If the bottle is examined, it will bear the seal of Glory of the Worm.  No weapon 
  will be found if the area is searched.  However, there is a faint trail of blood that can be 
  tracked down to the bath areas. 
   
  If the servants in the bath areas are questioned, no one will remember anyone coming 
  there covered in blood (they were all asleep at the time).  If the bath area is searched 
  more than minimally, Treshélmu's clothing will be found under the towels in a basket, 
  though nothing identifies the clothing as being his in particular.  No weapon will be 
  found. 
   
  Treshélmu's Apartment 
   
  If the PCs remember that Senértha went to meet him last night, they may come here first, 
  assuming that she spent the night with him.  If they do, they will not get very far.  
  Treshélmu's servant (Hórga) will be waiting in the antechamber with breakfast.  He will 
  be very surly as he hasn't eaten yet (cannot eat before Treshélmu eats) and will refuse to 
  disturb Treshélmu or tell them anything.  If they are persistent, he will threaten to call for 
  guards (a bluff, there are no guards in the vicinity).  If they want to strong-arm him and 
  force their way through, they will be able to do it, assuming that there's at least three of 
  them. 
   
  If the PCs come here after visiting the roof garden and/or the baths, Hórga will be more 
  cooperative.  He'll still announce that Treshélmu doesn't wish to be disturbed, but by this 
  time he's very bored and curious as to what's going on with Treshélmu.  If they describe 
  the murder, he will be alarmed and will tell all he knows, one slave to another.  What he 
  knows is this:  Treshélmu returned very late last night, waking him up from his doze 
  (he'll look slightly embarrassed).  He was very upset and headed straight for his room, 
  
   
   
  giving orders not to be disturbed for any reason.  Hórga won't think to mention 
  Treshélmu's nudity unless the PCs ask about it.  If they ask about a weapon, he won't 
  remember if Treshélmu had one or not.  If they want to disturb Treshélmu, he'll beg them 
  not to, explaining that Treshélmu is a very harsh disciplinarian.  Instead, he'll propose 
  they go to a clan-elder and then let the elder disturb him. 
   
  Once Treshélmu's bedroom door is opened, he will be discovered laying on his sleeping-
  mat with an arm flung over his eyes.  His ceremonial dagger is in plain view across the 
  room against a wall (it is cleaned of all blood).  His body will be cold to the touch.  There 
  is no sign of violence on his body.   
   
  If Méshmuel is present, see below under "Notifying the Vríddi." 
   
  Summoning Suspects 
   
  If the PCs wish, they can use Senértha's summoning plaques (which Chargésh has) to 
  summon anyone who visited Senértha yesterday.  A Vríddi slave will obey their 
  instructions to go and deliver the plaque(s).  No one should respond too quickly, but don't 
  make them come at the end of the scenario either.  See their NPC descriptions for how 
  each will react to the questioning. 
   
  Notifying the Vríddi 
   
  At some point, the PCs may wish to notify the Vríddi of what has occurred.  They will be 
  taken to Méshmuel.  If presented just with the fact of Senértha's death, he will suggest 
  talking with Treshélmu since everyone knew they were together on the roof garden last 
  night.  (They were deliberately given privacy.  A marriage with Sea Blue would redound 
  to the clan's credit.) 
   
  Once Méshmuel knows that Treshélmu is also dead (either by being told by the PCs or by 
  being present when his room is entered), he will decide to test the eyes so as to re-charge 
  the Eye of Revivification and bring them back.  He will naturally want to use it on 
  Treshélmu first since he's a Vríddi and his death is the most puzzling one.  He can be 
  talked into using it on Senértha first.  (See his NPC description under "Re-charging the 
  Eye of Revivification"). 
   
  Accusing Osumétlu 
   
  At some point, hopefully by deduction from Treshélmu's death and which wine was 
  consumed last night, suspicion will fall on Osumétlu.  If the case is made to Méshmuel, 
  he'll desire to summon him.  No matter who summons him, Osumétlu will come (see his 
  NPC description).  
   
   
   
   
  
   
   
  Other Possible Actions 
   
  1.  The PCs can obviously change much of this by the actions they choose to take.  If 
  everyone leaves the apartment to investigate where Senértha is and then who killed her, 
  Méshmuel will obtain the eyes (unless the PCs, especially Darkán, have taken them) but 
  will not feel the need to experiment with them yet.  Have Marján and other servants run 
  across them in various parts of the clanhouse and rely the messages of those who have 
  arrived and are waiting. 
   
  2.  The PCs may wish to get help from the Palace of War or the local Sea Blue clanhouse.  
  No matter what, outside help should not arrive until near the end of the scenario.  The 
  Vríddi clan will not let more than one or two slaves leave the clanhouse.  The messenger 
  will have to work his way up through the bureaucracy of either organization.  No one will 
  jump just by being shown a summoning plaque.  Workers at each level will stall until 
  bribed.  If the PC messenger didn't think to bring cash or valuables to use as bribes, the 
  character will have to return and retrieve some.  No writs or verbal promises will be 
  accepted. 
   
  To do this properly, just have the PC messenger sit at the table until enough in-game time 
  has passed for him to reach his location.  Then take the PC into another room and role-
  play the encounters.  Return to the table and wait until enough in-game time has passed 
  for the PC to return his results.  This will take most of the scenario, especially if the PC 
  did bring bribe money and works his way up the hierarchy.  (If he didn't, it's a wasted 
  errand as there's no time for a second trip).  From the Palace of War, the PC will return 
  with a 15th-Circle bureaucrat, a Palace of the Realm bureaucrat, recorder-scribes and a 
  semetl of soldiers.  The Palace of War bureaucrat will arrest everyone with any kind of 
  bearing on the case (all the PCs, all the Vríddi servants) and serve summons on specific 
  Vríddi clan members. 
   
  This will end poorly for all.  There will be bad feelings between Sea Blue and the Vríddi 
  clan.  The case will probably drag on for years and, without outside intervention, all those 
  arrested will rot in prison until it's resolved.  The investigators also won't bother with the 
  lowly task of examining physical evidence but will rely on interrogations (physical and 
  mental).  Osumétlu will probably escape. 
   
  If Sea Blue arrives, there is a possibility of a fortunate ending.  Méshmuel will attempt to 
  explain what's happened.  When he reaches the part about the Eye of Revivification 
  failing, the Sea Blue elder will realize the great benefits of the two clans working together 
  with Sea Blue's Thoroughly Useful Eye and Vríddi's Eye of Revivification.  In that case, 
  all will be forgiven and everyone (including the PCs) will benefit from the general 
  goodwill. 
  
   
   
  Conclusion 
   
  The levels of success in descending order are: 
   
  1.  Revivify Senértha and uncover Osumétlu, the Yán Koryáni spy.  
   
       And/or bring Sea Blue and the Vríddi clan together to mutually benefit from each 
  other's rare eyes. 
   
  2.  Uncover Osumétlu. 
   
  3.  Keep blame from Sea Blue for Treshélmu's death. 
   
  4.  Prove that the Vríddi owe Sea Blue shámtla for Senértha's death. 
   
  5.  Don't get blamed for either death. 
   
  6.  Don't get imprisoned. 
   
  7.  Don't get killed. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  
SOURCE: textdata/thevault/Empire of the Petal Throne/Tékumel Periodicals/Visitations of Glory/Visitations of Glory 04.pdf