C is selected with 3 votes.
It is nightfall at the Strikamku camp, which Grizgul has since been told is called
Cobochi Logova, the Dog's Lair. You don't see any dogs around and the nomads go quiet when asked about it. Oh well, you're sure it's nothing and these strange mystics who emit their dark ululations at the sky during the witching hour are absolutely not up to anything weird or untoward. Their elder has arranged to meet you with the hostage at night, in one of the skin tents. Cob bundles up the squirming merchant and tosses Knickerbocker on a fellbear skin rug by the central fire.
A small green gem falls out of his tunic, sneaky bastard. You pocket it.
Without a word, the bearded clan leader draws a wicked knife from his hip and sinks it into the poor fat man's gullet. He wrenches the blade across the esophagus and gouts of blackish arterial blood spatter over the outstretched fellbear carcass. He then lifts the knife over a cup, your cup, and lets the gobs of oxidized ichor drip inside.
"What's this trickery?" says Grizgul.
"No trick," says the elder, "we have other uses for this one than coin. And his blood is required for the mending. Go, rest with your friends. By morning, this anointed chalice shall be whole again. Then we must speak."
Back at your own camp near the sloop, Radomir's dreams are worse than ever. The stripling mage shakes with fits that rouse everyone into alert. A grim dawn approaches the lands of northeast and southwest. An armada cutting through fields of ice with ships neverending. A broken sword, a twisted wrist. And a single cry out into the void that is cut short. These are the twilight visions that assail the one who would dabble with unnatural forces.
"I see a war, and I see you, sir. And I think there is more..." Radomir says.
"Say nothing of it, boy. We leave early tomorrow."
Grizgul rolls over and considers jerking off but Cob's snores and the tide of a possible coming battle dampen the mood.
INVENTORY:
x1 Masterwork arming sword (+1 to combat rolls)
x1 Lamellar cuirass (+1 to defensive combat rolls)
x1 Soiled worsted wool skirt
x1 Pot helmet
x1 Sling
x19 River stones for the sling
x7 Rations
xUnidentified small green gem
x664 Gold
THIRST GAUGE:
[-------X-]
Grizgul awakens completely exhausted. You are nearly dehydrated to death, which is made all the worse by the snow that crunches under your feet just a few cubits away. This will all be over soon, unless the wild sorcerers have anything else up their sleeves. You approach Cobochi Logova with your crew ready to smack some heads if this thing goes sideways.
A circle of Strikamku warriors stand around a newly erected stone pillar by the elder's tent. That pillar. You've seen one before, at the tomb of Burundy the Elder where you found the beer stein. The stein was perched atop this same kind of pillar before Master Elias knocked it off with his sling. It even has the same inscriptions. The warriors seem tense. A pointed beard emerges from the fold and casts an aggressive finger at you.
"Barbarians of Greenmarsh! I am here, and you are there. Do you know the significance of this saying?"
"..."
"No."
"Of course not. It is our philosophy. Each man and woman who walks this plane inhabits their own world, even as others see them in theirs. Many eternities. Today, we put your eternity to the test."
"I paid you. Give me the beer glass."
"It is yours. Climb this pillar and seize it if you are the true heir to the bounty of the kings of Karthwin."
This has jank written all over it. But Radomir nods. Did he just speak to you... with his mind? You're sure he said something, yet his lips never moved and no one looks in his direction. Yes. He said, "Yes." Something tells you he is not in league with the Strikamku, and that this endeavor should be safe. "Endeavor"? Since when you did you know that word? Grizgul marches forward and grabs the boy by the frilled collar.
"Go. Climb." says Grizgul.
Radomir flinches but sighs and pulls himself up with the deep carvings of military campaigns that embellish the inscriptions. He can barely make it to the middle, ten cubits up. Grizgul grips an edge. It is slow going as you are fatigued worse than you've ever been except maybe that time at the Tilmach whorehouse. Just a bit further. There, you've seized the repaired beer stein off the peak. Grizgul blacks out. The last thing you hear before you hit the snow is a thunderbolt striking the apex of the pillar.
###
"They're gone." says Su-bostoon.
Grizgul jerks up out of his cot in the hold of the sloop.
"Where is the stein?"
"I don't know, but you need water now. The Strikamku have disappeared, tents, monoliths, everything. But their elder demands to speak to you by the shore. Wouldn't talk to us. Maybe he has it."
Your head is pounding. You climb out of the cot in a cold sweat and walk over the gangplank to the shore where the robed elder stands by a grove of pine trees. Cob and Miplastri are arguing about something further down. Orgdil greets you and walks alongside as you meet the elder.
"Radomir, come!" shouts the elder. Radomir creeps out from behind a tree, clasping the beer stein of Burundy the Elder between his hands. It looks shinier and glows with a pleasant purple, almost humming through some source of arcane energy. And it's full of water!
"This foal feared you knew him a betrayer. But he is loyal. We Strikamku must go now, to find our own way in our own eternities. Drink deeply, barbarian. The water is plain but fresh. It will sustain you like none other."
You snatch the stein from Radomir and chug the glowing water before the elder can continue. Thirst gauge set to zero, then disappears! And it will stay gone as long as you possess the stein and can fill it with water daily. You are no longer sick from dehydration. There it is. That cool goodness going down your throat. Funny, even though you are half dead the water doesn't taste particularly exciting. In fact, when you drank from the obsidian pits at Roly Poly Hill, it wasn't too remarkable. Maybe this whole quest was more hype than anything. But you have no regrets. The elder holds up a hand.
"I see a new path before you. This Karthwinite treasure holds a secret. Utter the words of health before the glass."
"Cheers!"
The beer stein is suddenly full of amber liquid. You take a sip. It's ale, and great ale. Fit for an ancient king. You down the whole glass and say "Cheers!" again. The stein is refilled.
"So this cup never runs out of beer?" says Orgdil.
"Never. It taps into multiple eternities," says the Elder, "but these magics are beyond even us. The enchantment can produce beer. But I see many eternities, and this glass holds more secrets. If you would fill it with water, or wine, or kvass at will, seek the masters of glass and spirit. Two lords may aid you. One in the Kingdom of the Dragon. The other in a southern kingdom of giants. This is my farewell. I must think now." The Strikamku wise man strides deeper into the grove and perches on a stump. He closes his eyes and becomes stone still.
Grizgul's quest for a glass of water is complete. You have gained a feat! Choose one of the following:
- Boozebarian - Endless beer, hell yeah. You drink every day, and walking around with a low grade buzz has its benefits. +1 to all rolls related to acts of bravery and social situations. But this liquid courage isn't without its price, since now you receive -1 on all dexterity-related checks due to clumsiness.
- Globetrotter - You never imagined you'd be a sailor, but you never imagined you'd consort with sorcerers either. Traveling across the world and selling those beads in Kolodny got you thinking, why shouldn't I be a businessman? Orgdil and Miplastri approve. Whenever you stop in a populated area, you will buy curios and sniff out where to sell them for the highest price. This effectively means any trip from one city to another nets you some gold.
- Dark Attunement - These past few days have been a wild ride and you've witnessed magical phenomena that perhaps a man should not see. Between your magic beer stein, the Strikamku, and regular proximity to Radomir, it seems like some of this magic is rubbing off on you. From now on, you will gradually discover more information about any unidentified object you are carrying, and random flashes of insight will come to you at odd times, especially in places of magic.
The crew stands on the deck of the sloop this crisp morning. Radomir unrolls a map on top of some barrels.
"Sir... uh, Grizgul. I think I know where the giant lord can be found. The Kingdom of the Dragon is obvious, but when I worked at the antiquarian's I heard several stories about conflicts between the cities of Courdeland and giants at their southern borders. But it's a long journey and the draconese are closer. The dragons are isolationists and beset by plague though, so we might have a better chance down south."
A. Sail one day south to Hutong, need to pick up some rations anyway. This is where the plague is worst and refugees occupy the countryside, but looting a draconese city would be a tale for the campfire back home. You may not even have to go all the way to the capital city to find a "master of glass and spirit."
(Cost: 1 day, 1 ration)
B. Head straight to the capital, Da Feilong. Who can say how the dragons will treat you, but perhaps that old beer mug will catch some eyes, if they don't try to steal it. Radomir mentions they are primarily worried about foreign influence in the form of missionaries, and the spread of plague. Just don't say anything about the gods. There could be something afoot with the coming war too. Historically, the Kingdom has remained neutral against their northern neighbor Nral, so they will probably turtle up if shits get hot with Sudacantis.
(Cost: 4 days, 4 rations)
C. Plagues? War? Missionaries? How about no. You're tired of the eastern hemisphere and wish to see your homeland again. You will sail west to Greenmarsh and stop by some old acquaintances. It may be prudent to seek counsel from the Ukrash Elder again, and you would walk the rolling green plains once more. After a little R&R you will resume your quest south to Courdeland and seek the giant lord who can alter your stein's enchantment.
(Cost: 3 days, 3 rations)
D. If there's a war on the horizon you want to be prepared. Especially since you're a sailor now. The water suits you, in a glass or under a boat. It would suck if the seas were burdened by bloodshed and you were caught with your pants down coasting around. You will sail south to Rio de Sopa, the capital of Sudacantis, on your way to Courdeland to see what's up and stock the sloop.
(Cost: 5 days, 5 rations)
And thus begins:
Chapter 2 of Glass of Water Quest: The Bloody Bloodening
In which Grizgul the Barbarian beseeches the lords of spirit and accidentally becomes embroiled in the war between Nral and Sudacantis.
INVENTORY:
x1 Enchanted beer stein of Burundy the Elder
x1 Masterwork arming sword (+1 to combat rolls)
x1 Lamellar cuirass (+1 to defensive combat rolls)
x1 Soiled worsted wool skirt
x1 Pot helmet
x1 Sling
x19 River stones for the sling
x7 Rations
x1 Unidentified small green gem
x664 Gold
World Map:
A battle scene from the Bayeux Tapestry, featuring some of the tapestry's 93 penises.