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Karnak Campaign - Desert Lands

961206          Of Sand and Water

Still squeezing in study time even as Shadya is packing for departure, Fiamma masters a wind-control spell. Magus Jafar thinks it might be useful in the quest to find the ship that sails on glass and the Light of Truth.

The route north follows partway one of the Paths of Pilgrimage and so the Party has opportunity enough to meet other travelers and caravans mounted on horses, camels, and even small land dragons. Shadya uses the opportunity to seek counsel from caravan masters who have traveled to the city to which the Party is bound, so that she can best plan their route. After leaving the pilgrims, the Party mounts into a rugged, heavily gorged, old mountain range. Scorching breezes surge through the passes, giving a foretaste of the lands beyond. Indeed, the Party emerges onto a hot dry plain still bearing evidence of long-ago fire. Given that the Party travels without camels, it is lucky that Shadya heeded the advice of the caravan masters, particularly in the matter of water conservation.

As it is, 'tis a parched Party that - under an oddly glowing sky - reaches the heavily-walled city of its destination. It evidences a rather old construction - no wind-scoops, just shades - and signs of former greatness. The gate guard is courteous, directing them to well and bathhouse.

At the bathhouse, Shadya queries a garrulous attendant who elaborates on the antiquities of the place. On the male side of the bathhouse (with Nasir), Orlando takes the opportunity to "swim laps." The watching attendant describes this to Shadya who is bemused.

Then the Party seeks support and information from the local muzzim who willingly tells the history of the sailing ship and its current caretaker. Although Azeez, the caretaker, is considered a bit addled (he claims to have found the ship himself, although his father was caretaker before him) and only claims to be the son of a sailor, the muzzim assures us that he will welcome us. If we are successful in repairing the ship, he will insist on sailing with us. After receiving assurances that the town will not hold us responsible if Azeez is hurt in so accompanying us, the Party visits the boathouse.

It is a heavily built stone building almost at lake edge. All structures facing the lake are of heavily reinforced stone on the lakeside at least. Things on and near the lake and made of combustible material have been known to burst into flame when the sun is directly overhead. We examine the ship and determine that one of the 3 struts has become detached. Azeez claims to have re-rigged the ship and to have provisioned it. Orlando is a bit skeptical of the rigging, but decides that it will suffice.

Fiamma uses her Mend scroll and, lo, her magic is successful!

As evening falls, Azeez activates the door in the lakeside wall. The ship glides out and down along tracks. It takes a bit of practise with Orlando as skipper and Azeez and Shadya as muscle, but, eventually, the ship is put on course. Before the night is half over, the ruins - lumpy, then hummocky, then rugged, and, finally, intact buildings - are sighted. Unable to predict whether we will have to endure the following day here, the Party sails until it can negotiate a "street" into the more "intact" part of town where it can moor the ship within the shell of a building and rig protective shading. To have the ship burn at mid-day and leave us stranded is not a risk we willingly run.

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