(@Blue: Deadly Treasure stayed back in Ahoyhoy. The group of hunters has a mule and the cart you spotted earlier.)
On the last portion of the trek back to Ahoyhoy, Kairus socializes a bit more with the hunters. Regarding the ways of the jungle, the bard learns that the tortles of the Snout of Omgar describe themselves as being hospitable folk who like to hunt, catch fish, build things, and trade with visitors. Their plant-based food intake is quite basic and depends heavily on wild varieties of jungle fruits, tubercles, and nuts. They also enjoy the occasional edible mushroom. During the conversation, the hunters paint themselves as being adventurers at heart, always exploring. They repeat one sentence quite often, so much so that Kairus begins to understand it to be a common tortle saying: “We wear our homes on our backs.”
Soon enough, the hunting party is back at Ahoyhoy's northern gate. Another hit of the gong announces their arrival by land. Soon, all of Ahoyhoy is getting ready for a settlement-wide dinner gathering.
(@All: We can move on to the dinner gathering if the group is ready. If so, please describe what your character is doing to help with preparations, if anything, and how they enjoy their time at dinner. Also, each of you should pick one CHA-based skill and roll a check.)
"Adventurous" and "always exploring" was something Kairus could fully get behind! The hunters soon felt like a crew and he did his best to inspire the same feeling in them. Ala and all he was glad he came.
Kairus kept himself useful around the fire as well. The alien element was familiar enough to him by now, and some cooking skills could be of use as well, so, he watched, learned and helped, sharing what knowledge he had. When finally everything was ready he made sure to call everyone in the group to the well-deserved dinner.
"Found anything interesting?" Hun usually did and that ability of his never ceased to amaze Kairus. "The dinner is ready. Come, time for the stories." And the stories he told! The most exotic tales of the deep, about the monsters that drylanders simply incapable to imagine, Kairus kept to himself for now, but four years of sailing gave him enough to share. Huge (to him) cities like Port Nyanzaru, minor warfare of the occasional smugglers between themselves and the coastal guards, songs from all over the world that sailors and travelling minstrels share - he gave it all. But made sure the turtles could answer with tales of their own, soaking in every bit of information about the places the group was going to visit. You never know when a side-note can become a life savour.
Kairus tried to be entertaining and attentive in the same time.
Yulmiath helps with the things he feels he might be best placed to help with around the camp fire. Mainly fetching, carrying, lifting, but only when directed to do so by someone else. He has no inclination to take charge of impose himself.
Happy enough to listen to the stories of others, Yulmiath offers none of his own, he has no interest in outing himself. All his best stories involve at least the burning of either a building or a ship, sometimes both.
Torn between a mind abuzz with ideas and the almost inherit ideals of kobolds when it came to cooperation, Hun tried his best to avoid participating in any activity that didn't involve furiously trying to scribble down said ideas. Even to the point, if ever approached, of blatantly lying about helping in his own way or trying to dissuade any interactions with false observations that might lead to a requester attention going elsewhere.
But at even the slightest of pressure after awhile, be it imagined or otherwise, Hun more than likely to spend more time rushing about like some butler or servant assuring that all were comfortable, cups refilled, and all other matters conveniences seen to in favor of their hosts.
Rhogal, fancying himself as a somewhat of wild game cook, offers to help out in the cooking of the dinosaurs meat. There have been more than a few times he had to prepare small lizards for himself, he figures that this is just that. But, on a larger scale.
Persuasion: 11
Throughout the meal, he joins in the festivities, drinking and being merry, and all that. When asked he is eager to share stories of his strange and often dangerous journeys for some of the more exotic mushrooms in his collection.
It is pretty obvious that Hun lost the tortle laborers once he started talking about Cribblers, Xerdans, and whatever a Volo may be. They are about to simply turn and go back to their end-of-day packing and cleaning duties when the kobold promises to bring plenty of obsidian. The second woodcarver, who had mostly stayed quiet until now, responds: "That would be a great day in Ahoyhoy!"
They wish Hun a good evening and wonder if Krodhen have some questions of his own. The kobold begins to make his way to the market and Krodhen is momentarily left in the smithy area with Mudgraw and the other tortles.
If the below and be inserted prior to the evening meal in retrospect, great, otherwise we can move on......
As soon as Hun departs Krodhen does take the opportunity to ask a few questions of his own, and starts to enquire on trading & piracy "Might I enquire what sort of trade happens between your settlement and those from off the island?" and if there is some information responded he goes on to ask "And what of any raiders, have pirates been known to be a problem around the island?"
Krodhen asks a few follow-up questions and receives answers from multiples tortle. Even Mudgraw jumps in to share some tidbits of knowledge. The paladin learns that the answers to his questions are one in the same. The only regular visitor to the Snout of Omgar is a ship called the Stirge, which visits Ahoyhoy sporadically. Its captain, Laskilar, is an unabashed pirate, but he always has useful goods to trade and considers the tortle island a place of respite. After leaving the Snout of Omgar, the Stirge usually heads to a place called Jahaka Anchorage, but none of the tortles have ever heard of it outside this context and assume it must be far away.
(@MuggsHill: You may roll separate history checks on the names Laskilar and Jahaka Anchorage. Because of your background, you can roll both checks with advantage.)
The visitors all join in the festivities, which bring together all 26 tortles in Ahoyhoy, young and old, plus Mudgraw and Kwilgok. The night is filled with fresh, well-cooked food, plenty of refreshing coconut water, joyous dance, high-tempo music, captivating storytelling, warm campfires, enticing conversations, and much laughter.
Rhogal brings some of his home-cooking knowledge to the party, introducing the tortles to new spices and flavors. His mushroom adventures give rise to a new impetus among the younger tortles to experiment more with fungi.
Hun remains quiet at first, but his polite rebuttals are eventually overcome by the tortles' merriment. He joins in and strives to be as helpful as he can, making sure all are well served.
Yulmarith listens much but says little. When asked to share stories of his own, the dragonborn is always eventually and conveniently interrupted but some other distraction. He is happy to divert the party-goers attention elsewhere, even if he has to a be momentarily intimidating at times. Such attempts just earn more laughter from the tortles, though.
Krodhen joins in as much as the next person. Unlike the red dragonborn, the half-orc seems interested in talking about pirates and pirating stories. Unfortunately for him, that is not a topic that seems to interest many of the tortles, at least not in this joyful night.
Despite all of the groups' enjoyment, Kairus is the one party member who becomes the highlight of the evening. His songs, tales, and thought-provoking questions help him maintain a good three-fourths of the people entertained at any given time. His efforts earn much goodwill toward the party, to the point the locals are more than willing to share not only their food and drink, but also their own stories, culture, and knowledge. In the end, the party learns much about tortle society.
On the life cycle of a tortle:
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don’t have surnames or family names.
A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.
When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.
On the beliefs of tortle society:
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. Some tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
On tortles' adventurous hearts:
Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.
Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick.
Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.
On the tortle island, the Snout of Omgar:
The Snout of Omgar was once a peninsula, but upheaval wrought by the Spellplague broke off the tip of the peninsula, creating an island separated from mainland Chult by a narrow strait. When the separation occurred, tortles living in the vicinity claimed the island as their domain. The strait provided a natural defense against aggressive mainland predators.
A rain forest covers the relatively flat northwest corner of the island. This rain forest is surrounded by grassy hills to the north, sandy beaches to the east and west, and mountains to the south. The tortle fort of Ahoyhoy stands on the west coast, where the edge of the rain forest and the mountains meet.
The Typhoon Palace (a.k.a. Dangwaru) has stood in the island for almost a century. Built by tortles, the palace is a sturdy, multilevel stone edifice with terraces carved out of the mountainside. Its name, Dangwaru, loosely translates to “high home” in Aquan.
(OOC: If you want to ask questions to the tortles regarding specific places in the islands or any of the information divulged so far, please go ahead. For instance, by now, Mudgraw has mention his deity, Ubtao, plenty. Anyone interested may roll a religion check. Also, is there anything else the party wants to do during or after the festivities?)
Kairus was very interested! Drylanders had myriads of gods, and though he personally was curious about those associated with water (and anything sea-related, so the words "Typhoon Palace" charmed him right away). But he would like to hear more about Ubtao (he knew some bits - he was sailing around Chult after all) but would not mind learning more.
He did not forget to ask about those strange Pits (if something new could be added to already known) and other interesting landmarks - the island seemed to have it all: lava rivers, mountains, caves, an isolated lake even. Kairus wanted to know what to expect from all these places (surprises are good, but only when they do not attack you on sight).
This post has potentially manipulated dice roll results.
The moment Gond gets even remotely brought up in conversation, Hun is, figuratively speaking, all ears! In fact, he even makes a little mental game of trying to figure out which among the crafters of the community might even worship the god, and might be interested later of perhaps discussing more about the greatest deity of-all-time-who-is-NOT-a-gnome-god-no-matter-who-says! Excluding Tiamat, Hlal, and Bahamut of course, who deserve their fair due as is there right as the greatest draconic beings of all time bar none.
But as entertaining as the little guessing game was, there are plenty of other aspects of idle conversation that do pique the kobolds interest. The matter of Ubtao, for instance, is of particular enough interest as to warrant searching his own mental banks again. Though just before that comes about, the peculiar mechanical hand of junk is called forth to message Hun's scalp while he thought deeply on the matter!
"Say, uh, Mudgraw? That palace wouldn't happen to have any dedications to your god, Ubtao, would it? Like, there's not like a maze or anything we-er-interesting like that woven into the design of the place now would there?"Hun asked while likely refilling the Tortle's cup at the time.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Mudgraw is more than happy to discuss Ubtao when both Kairus and Rhogal come asking. Both the triton and the dwarf have heard the name before in association with the Chult region specifically, but Mudgraw is happy to add more information. Hun is also there to listen to the reply: "Life is Ubtao's maze. He is the Creator of Chult, Father of the Dinosaurs, and The Deceiver. Ubtao is balance. Ubtao is planning. Ubtao is plant. Ubtao is pride. Ubtao is protection. Ubtao is the deity of all scalykind. His symbol is the labyrinth, like this one on my amulet. Among other things, it represents how isolated Ubtao is. He stays distant from both mortals and other deities, and he is above the daily doings of the world and his followers. He shows only the faintest of interest in his followers, and even then, not all of them. Both clerics and druids of Ubtao pray for their spells at noon, when Ubtao's majesty hangs over all of Chult. There are scores of ceremonies and holy days, most particularly to dead ancestors, that we follow. Many of these rituals are necessary before performing certain activities, such as hunting special animals or burials, but not every tortle in Ahoyhoy follows Ubtao, so I sometimes perform small rituals on their behalf, just to make sure the hunt goes well."
The conversation jogs the trio's memory, even though Mudgraw does not mention any of the following points explicitly. Kairus recalls hearing that Chultan followers of Ubtao used gravestones and grave markers to bury their dead. When such a thing was unavailable, following a death deep in the jungles, for example, a big flat surface, such as a large flat leaf, was used for a similar purpose. Rhogal has spent some time in Chult himself, and recalls hearing that the church of Ubtao is split among at least three wholly independent sects, all based in the jungles of Chult. As a representative of the scalykind, Hun also knows a bit about the deity on his own. He recalls that the many jungle spirits worshiped in Chult are supposedly all aspects of Ubtao, and that may mean that he only has power in and around the jungles of Chult.
Mudgraw turns the tale into a more personal direction: "I visited a place called Omu once, three years ago. My company of human treasure-hunters from the city of Athkatla were ambushed by yuan-ti. I survived by hiding in a ruin that was once a labyrinthine shrine to Ubtao. He helped me escape the city alive and I now wear his holy symbol around my neck. Life is a maze."
The conversation continues for some time and eventually shifts toward Dangwaru, the Typhoon Palace. Mudgraw begins his answer to Hun's question with a soft laugh: "No. no. The temple is neither a maze nor dedicated to Ubtao. It is a temple dedicated to a different god, a watery god whose name escapes me." He pauses for effect and then continues: "Almost a century ago, a storm caused a ship to crash near High Horn, the norther tip of the island. After pulling human survivors from the wreckage and the water, the tortles of that time bonded well with the saved humans and did their best to try to make them feel at home. The ship’s captain was a charismatic woman whom the tortles came to admire. She worshiped a sea goddess and told stories about terrifying sea monsters, great ship battles, and magnificent island palaces. Our ancestors tortles built the Typhoon Palace for her so that she could feel at home on the island. The humans were so pleased with the grand gesture that the captain and her crew decided to live in the palace for the rest of their lives. But alas, a century is far too long a period for humans to live, and even longer for tortles. All who were involved in that whole affair have long since perished. I'd guess the last of the humans perished more than fifty years ago. Nowadays, the palace is dilapidated and haunted. As I mentioned earlier, its only use is for young tortles who occasionally explore the ruins in search of treasure or to prove themselves. Most don’t get far before strange sounds and shadowy forms frighten them away. So not a maze per se, but as mysterious as one, perhaps."
At some point Kairus is carried away by some young hunters who want to hear more of his aquatic tales. The bard eventually has a chance to ask a few additional questions of his own. Focusing specifically on the mud pits, the triton learns that they are called the "Mud Pits of Florrb", which are named after their lord. The tortles don't know many details about this lord but say he is supposedly a tricky figure. The tortles of the island like to bathe and relax in the mud pools for hours at a time, singing and bellowing to pass the time. A winding foot trail connects the mud pits to the tortle fort of Ahoyhoy. The tortles either don't know or don't see a reason to share more than that at this time.
As for other, more general landmarks (lava rivers, mountains, caves, an isolated lake, etc.) the tortles don't have much to share. They are mostly considered landmarks for keeping track of good hunting, gathering, or fishing spots. The tortles warn that they do try to keep away from the caves, on account of the geonids, but don't elaborate much beyond that. Speaking of dangers, they warn Kairus to always be alert. There are many dangers in the island for those who are not familiar with them, especially when it comes to beasts seeking for their next meal.
(OOC: The OOC message in this post still stands. Let me know if there is anything else the party wants to do during or after the festivities. Otherwise, we can jump to the next morning.)
Having enjoyed himself as a spectator to the conversations around the campfire, Yulmiath silently toasts the memories of his former crew mates as he remembers similar nights aboard ship or in a tavern. With talk turning to a mysterious sea goddess, Yulmiath find whatever joy he had been experiencing turning to ash in his mouth.
Taking his leave, Yul finds himself a likely spot on the beach, uncorking his bedroll and keeping his great axe close to hand.
After listening to Mudgraw's story, which the kobold planned to record later, Hun bowed his head in thanks for the intel. But with that, it would be back to work for the little lizard until the evening festivities died down for rest. Or such had been the plan until Yul slipped away to bed down early for the evening, looking a touch.... Hun couldn't be certain, having been half distracted most of the evening. But taking that as his cue to retire as well, he'd find a spot near Yul, and spend the next hour or so scribbling down notes and updating the map with the varied points of interest. Sleep would soon follow, though not without him digging a small den if at all possible as only a Kobold can.
The evening's festivities continue well into the night until the number of participants slowly dwindles, campfires turn into embers, and songs die down. It is a long but fun evening of the type the tortles, and possibly the visitors, haven't enjoyed in quite a while. The living area (Ahoyhoy Area 3) is both the area reserved for festivities and for sleeping. It takes a while to get to this point but, when it is clear that the celebration is dwindling, it all stops fairly quickly as to respect those who want to call it a night.
Krodhen, Rhogal, and Kairus join the tortles in finding a free mat to sleep on right there in the living area. Conversely, Yulmiath quietly slides down to the beach and claims a patch of sand for the night. Eventually, after the dragonborn has already fallen asleep, Hun shows up and expertly digs a small pocket in the sand to sleep in.
(OOC: Ahoyhoy is pretty safe. You may go ahead and complete/confirm a Long Rest in you character sheets.)
Due to the general lack of roofing in the settlement, most persons wake up with the first few rays of sunlight as dawn breaks. It is another paradisiacal day in the island, and the sounds of waves crashing and gulls squawking can be heard all about. The tortles are generally moving a bit slower this morning, on account of having plenty to eat the night before and probably falling asleep a bit later than usual. Regardless, they soon begin their morning chores, which involve preparing the nets for fishing, honing spears for hunting, getting the market set up, and slowly warming up the forge in the smithy area, among other tasks.
Mudgraw catches up to the group at some point and encourages you to explore more of Ahoyhoy since you arrived fairly close to dusk the previous day and only made a few quick stops. "Perhaps you could stop by the amphitheater (Ahoyhoy Area 5) or engage in some fishing from within the settlement in the area we have dedicated to it (Ahoyhoy Area 4), right over there." He is more than glad to share the tortle culture with the group and is trying to make Ahoyhoy sound very exciting. "I am sure some of you would love the explore the market more thoroughly too." Whether the group takes Mudgraw up on his invitation to roam within the settlement, Kwilgok also eventually approaches the party and asks if they have a plan for the day. He looks at Rhogal and adds another question: "Will you be exploring the island today?" He explains that he does not mean to join the party, but would like to know which way you are going in case he needs to go find you later. He also adds: "After all the fun last night, I am sure they wouldn't mind lending you a long canoe if you prefer to travel on the shallow water along the shore. Or you can travel by foot, of course."
Krodhen asks a few follow-up questions and receives answers from multiples tortle. Even Mudgraw jumps in to share some tidbits of knowledge. The paladin learns that the answers to his questions are one in the same. The only regular visitor to the Snout of Omgar is a ship called the Stirge, which visits Ahoyhoy sporadically. Its captain, Laskilar, is an unabashed pirate, but he always has useful goods to trade and considers the tortle island a place of respite. After leaving the Snout of Omgar, the Stirge usually heads to a place called Jahaka Anchorage, but none of the tortles have ever heard of it outside this context and assume it must be far away.
(@MuggsHill: You may roll separate history checks on the names Laskilar and Jahaka Anchorage. Because of your background, you can roll both checks with advantage.)
Still struggling a bit to stay up to date....
History check on Laskilar 21
History check on Jahaka Achorage 19
Rollback Post to RevisionRollBack
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Kairus woke up with a song on his lips and in a great mood. The day promised to be great! After four years on the surface, the young triton got used to the sun, the air and the inability of free movement in any direction (a restriction any water dweller would find ridiculous). He learned to appreciate clear sharp sounds, the feeling of the breeze on the skin, cacophony of smells and bright colours. And today Kairus loved all of it, even the heat.
He joyfully greeted everyone and was ready to enthusiastically dive into every activity there is! Beginning with fishing. (The market was of less interest to him since he had absolutely nothing to offer for anything they had) But eventually, a more practical side of his took over enough for him to ask others (by "others" he mostly meant Hun, that actually was the leader of their small group in his search for Volo) when they were going to begin to explore the island. "A boat? Might get handy".Sure, everything interesting seemed to be inland, but having means for a water escape never hurts. He, personally, did not need it, but those drylanders could not stay in the water for any significant amount of time. Kairus thought about everything he learned yesterday. "We can get to the Temple by water. But in that case we can miss the mud pits." (And was still curious about the place). "So, the boat or the land?"
That morning, Hun could be seen up bright and early with his back tot he sun, tinkering away at his crossbow. Eventually the makeshift scope and several other enhancements had been removed from the crossbow and added to his shield. Which in itself had undergone some mechanical modifications in the past, though appeared incomplete until the kobold's dexterous fingers slotted in the new parts to allow the plates of metal that made it up to expand and contract on demand. There were a few other modifications here and there as well. But, if any appeared to be taking too much interest in Hun's project, he hastened to finish it up, before promptly getting up and gathering the rest of his things.
When it later came to Mudraw's suggestion of activities, Hun at least politely shook his head towards the end. "Another time, wise one. But we shall be back, I assure you." He said with an actual smile. As for Kwilgok not long after, and at the very least Kairus by extension, the kobold crossed his arms and "hmm'd" in thought for a moment or two, before then shaking his head. "Best go by land. Jungle dangerous, but only way to reach pits and confirm if Volo's not there. And if not, we can check out wrecks further north and do a bit of, uh... salvaging."He looks up to Yulmaith. "Not like anyone is bound to miss it now, eh? Plus, could be treasure their too."
KAIRUS
(@Blue: Deadly Treasure stayed back in Ahoyhoy. The group of hunters has a mule and the cart you spotted earlier.)
On the last portion of the trek back to Ahoyhoy, Kairus socializes a bit more with the hunters. Regarding the ways of the jungle, the bard learns that the tortles of the Snout of Omgar describe themselves as being hospitable folk who like to hunt, catch fish, build things, and trade with visitors. Their plant-based food intake is quite basic and depends heavily on wild varieties of jungle fruits, tubercles, and nuts. They also enjoy the occasional edible mushroom. During the conversation, the hunters paint themselves as being adventurers at heart, always exploring. They repeat one sentence quite often, so much so that Kairus begins to understand it to be a common tortle saying: “We wear our homes on our backs.”
Soon enough, the hunting party is back at Ahoyhoy's northern gate. Another hit of the gong announces their arrival by land. Soon, all of Ahoyhoy is getting ready for a settlement-wide dinner gathering.
(@All: We can move on to the dinner gathering if the group is ready. If so, please describe what your character is doing to help with preparations, if anything, and how they enjoy their time at dinner. Also, each of you should pick one CHA-based skill and roll a check.)
(Sorry! Too strong wishful thinking!)
"Adventurous" and "always exploring" was something Kairus could fully get behind! The hunters soon felt like a crew and he did his best to inspire the same feeling in them. Ala and all he was glad he came.
Kairus kept himself useful around the fire as well. The alien element was familiar enough to him by now, and some cooking skills could be of use as well, so, he watched, learned and helped, sharing what knowledge he had. When finally everything was ready he made sure to call everyone in the group to the well-deserved dinner.
"Found anything interesting?" Hun usually did and that ability of his never ceased to amaze Kairus. "The dinner is ready. Come, time for the stories." And the stories he told! The most exotic tales of the deep, about the monsters that drylanders simply incapable to imagine, Kairus kept to himself for now, but four years of sailing gave him enough to share. Huge (to him) cities like Port Nyanzaru, minor warfare of the occasional smugglers between themselves and the coastal guards, songs from all over the world that sailors and travelling minstrels share - he gave it all. But made sure the turtles could answer with tales of their own, soaking in every bit of information about the places the group was going to visit. You never know when a side-note can become a life savour.
Kairus tried to be entertaining and attentive in the same time.
Performance: 25
Meili Liang Lvl 5 Monk
Dice
Yulmiath helps with the things he feels he might be best placed to help with around the camp fire. Mainly fetching, carrying, lifting, but only when directed to do so by someone else. He has no inclination to take charge of impose himself.
Happy enough to listen to the stories of others, Yulmiath offers none of his own, he has no interest in outing himself. All his best stories involve at least the burning of either a building or a ship, sometimes both.
Intimidation - 6
As the conversation around the fire and meal continues, Yul will at times look to divert attention away from himself and into others if he can.
Torn between a mind abuzz with ideas and the almost inherit ideals of kobolds when it came to cooperation, Hun tried his best to avoid participating in any activity that didn't involve furiously trying to scribble down said ideas. Even to the point, if ever approached, of blatantly lying about helping in his own way or trying to dissuade any interactions with false observations that might lead to a requester attention going elsewhere.
Deception: 5.
But at even the slightest of pressure after awhile, be it imagined or otherwise, Hun more than likely to spend more time rushing about like some butler or servant assuring that all were comfortable, cups refilled, and all other matters conveniences seen to in favor of their hosts.
When you realize you're doing too much: Signature.
Rhogal, fancying himself as a somewhat of wild game cook, offers to help out in the cooking of the dinosaurs meat. There have been more than a few times he had to prepare small lizards for himself, he figures that this is just that. But, on a larger scale.
Persuasion: 11
Throughout the meal, he joins in the festivities, drinking and being merry, and all that. When asked he is eager to share stories of his strange and often dangerous journeys for some of the more exotic mushrooms in his collection.
Extended Signature
If the below and be inserted prior to the evening meal in retrospect, great, otherwise we can move on......
As soon as Hun departs Krodhen does take the opportunity to ask a few questions of his own, and starts to enquire on trading & piracy "Might I enquire what sort of trade happens between your settlement and those from off the island?" and if there is some information responded he goes on to ask "And what of any raiders, have pirates been known to be a problem around the island?"
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Krodhen's check
Persuasion: 5 (nice to know that my luck with checks continues - perhaps it is just the tusks that puts the tortles off..?)
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
BEFORE THE EVENING'S FESTIVITIES
Krodhen asks a few follow-up questions and receives answers from multiples tortle. Even Mudgraw jumps in to share some tidbits of knowledge. The paladin learns that the answers to his questions are one in the same. The only regular visitor to the Snout of Omgar is a ship called the Stirge, which visits Ahoyhoy sporadically. Its captain, Laskilar, is an unabashed pirate, but he always has useful goods to trade and considers the tortle island a place of respite. After leaving the Snout of Omgar, the Stirge usually heads to a place called Jahaka Anchorage, but none of the tortles have ever heard of it outside this context and assume it must be far away.
(@MuggsHill: You may roll separate history checks on the names Laskilar and Jahaka Anchorage. Because of your background, you can roll both checks with advantage.)
DURING THE EVENING'S FESTIVITIES
The visitors all join in the festivities, which bring together all 26 tortles in Ahoyhoy, young and old, plus Mudgraw and Kwilgok. The night is filled with fresh, well-cooked food, plenty of refreshing coconut water, joyous dance, high-tempo music, captivating storytelling, warm campfires, enticing conversations, and much laughter.
Rhogal brings some of his home-cooking knowledge to the party, introducing the tortles to new spices and flavors. His mushroom adventures give rise to a new impetus among the younger tortles to experiment more with fungi.
Hun remains quiet at first, but his polite rebuttals are eventually overcome by the tortles' merriment. He joins in and strives to be as helpful as he can, making sure all are well served.
Yulmarith listens much but says little. When asked to share stories of his own, the dragonborn is always eventually and conveniently interrupted but some other distraction. He is happy to divert the party-goers attention elsewhere, even if he has to a be momentarily intimidating at times. Such attempts just earn more laughter from the tortles, though.
Krodhen joins in as much as the next person. Unlike the red dragonborn, the half-orc seems interested in talking about pirates and pirating stories. Unfortunately for him, that is not a topic that seems to interest many of the tortles, at least not in this joyful night.
Despite all of the groups' enjoyment, Kairus is the one party member who becomes the highlight of the evening. His songs, tales, and thought-provoking questions help him maintain a good three-fourths of the people entertained at any given time. His efforts earn much goodwill toward the party, to the point the locals are more than willing to share not only their food and drink, but also their own stories, culture, and knowledge. In the end, the party learns much about tortle society.
On the life cycle of a tortle:
What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.
Tortles prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen times in its life. Tortles don’t have surnames or family names.
A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new skills.
When a tortle nears the end of its natural lifespan, it seeks out a mate and procreates. Tortles lay their eggs (numbering as few as one or as many as a dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.
On the beliefs of tortle society:
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends related to a god and choose to worship that deity. Some tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the equally vigilant eye of day. Tortles feel most at peace when one or both of these “eyes” are looking down on them. They become more nervous and uneasy when neither orb is visible in the sky. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
On tortles' adventurous hearts:
Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another, share useful information, and trade with strangers in the safety of greater numbers. Tortles don’t regard these settlements as places worth defending with their lives, and they will abandon a settlement when it no longer serves their needs.
Most tortles like to see how other creatures live and discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick.
Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and learning skills they can put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful friendships. They have no inbred animus toward people of other races. In fact, a tortle will often seek out friendships with non-tortles to learn new customs and new points of view.
On the tortle island, the Snout of Omgar:
The Snout of Omgar was once a peninsula, but upheaval wrought by the Spellplague broke off the tip of the peninsula, creating an island separated from mainland Chult by a narrow strait. When the separation occurred, tortles living in the vicinity claimed the island as their domain. The strait provided a natural defense against aggressive mainland predators.
A rain forest covers the relatively flat northwest corner of the island. This rain forest is surrounded by grassy hills to the north, sandy beaches to the east and west, and mountains to the south. The tortle fort of Ahoyhoy stands on the west coast, where the edge of the rain forest and the mountains meet.
The Typhoon Palace (a.k.a. Dangwaru) has stood in the island for almost a century. Built by tortles, the palace is a sturdy, multilevel stone edifice with terraces carved out of the mountainside. Its name, Dangwaru, loosely translates to “high home” in Aquan.
(OOC: If you want to ask questions to the tortles regarding specific places in the islands or any of the information divulged so far, please go ahead. For instance, by now, Mudgraw has mention his deity, Ubtao, plenty. Anyone interested may roll a religion check. Also, is there anything else the party wants to do during or after the festivities?)
Religion: 14
Kairus was very interested! Drylanders had myriads of gods, and though he personally was curious about those associated with water (and anything sea-related, so the words "Typhoon Palace" charmed him right away). But he would like to hear more about Ubtao (he knew some bits - he was sailing around Chult after all) but would not mind learning more.
He did not forget to ask about those strange Pits (if something new could be added to already known) and other interesting landmarks - the island seemed to have it all: lava rivers, mountains, caves, an isolated lake even. Kairus wanted to know what to expect from all these places (surprises are good, but only when they do not attack you on sight).
Meili Liang Lvl 5 Monk
Dice
Rhogal religion: 16
Just because he's not an adherent to the tortles' belief's doesn't mean he's not curious about them.
Extended Signature
The moment Gond gets even remotely brought up in conversation, Hun is, figuratively speaking, all ears! In fact, he even makes a little mental game of trying to figure out which among the crafters of the community might even worship the god, and might be interested later of perhaps discussing more about the greatest deity of-all-time-who-is-NOT-a-gnome-god-no-matter-who-says! Excluding Tiamat, Hlal, and Bahamut of course, who deserve their fair due as is there right as the greatest draconic beings of all time bar none.
But as entertaining as the little guessing game was, there are plenty of other aspects of idle conversation that do pique the kobolds interest. The matter of Ubtao, for instance, is of particular enough interest as to warrant searching his own mental banks again. Though just before that comes about, the peculiar mechanical hand of junk is called forth to message Hun's scalp while he thought deeply on the matter!
Religion: 21. (includes guidance)
"Say, uh, Mudgraw? That palace wouldn't happen to have any dedications to your god, Ubtao, would it? Like, there's not like a maze or anything we-er-interesting like that woven into the design of the place now would there?" Hun asked while likely refilling the Tortle's cup at the time.
When you realize you're doing too much: Signature.
Mudgraw is more than happy to discuss Ubtao when both Kairus and Rhogal come asking. Both the triton and the dwarf have heard the name before in association with the Chult region specifically, but Mudgraw is happy to add more information. Hun is also there to listen to the reply: "Life is Ubtao's maze. He is the Creator of Chult, Father of the Dinosaurs, and The Deceiver. Ubtao is balance. Ubtao is planning. Ubtao is plant. Ubtao is pride. Ubtao is protection. Ubtao is the deity of all scalykind. His symbol is the labyrinth, like this one on my amulet. Among other things, it represents how isolated Ubtao is. He stays distant from both mortals and other deities, and he is above the daily doings of the world and his followers. He shows only the faintest of interest in his followers, and even then, not all of them. Both clerics and druids of Ubtao pray for their spells at noon, when Ubtao's majesty hangs over all of Chult. There are scores of ceremonies and holy days, most particularly to dead ancestors, that we follow. Many of these rituals are necessary before performing certain activities, such as hunting special animals or burials, but not every tortle in Ahoyhoy follows Ubtao, so I sometimes perform small rituals on their behalf, just to make sure the hunt goes well."
The conversation jogs the trio's memory, even though Mudgraw does not mention any of the following points explicitly. Kairus recalls hearing that Chultan followers of Ubtao used gravestones and grave markers to bury their dead. When such a thing was unavailable, following a death deep in the jungles, for example, a big flat surface, such as a large flat leaf, was used for a similar purpose. Rhogal has spent some time in Chult himself, and recalls hearing that the church of Ubtao is split among at least three wholly independent sects, all based in the jungles of Chult. As a representative of the scalykind, Hun also knows a bit about the deity on his own. He recalls that the many jungle spirits worshiped in Chult are supposedly all aspects of Ubtao, and that may mean that he only has power in and around the jungles of Chult.
Mudgraw turns the tale into a more personal direction: "I visited a place called Omu once, three years ago. My company of human treasure-hunters from the city of Athkatla were ambushed by yuan-ti. I survived by hiding in a ruin that was once a labyrinthine shrine to Ubtao. He helped me escape the city alive and I now wear his holy symbol around my neck. Life is a maze."
The conversation continues for some time and eventually shifts toward Dangwaru, the Typhoon Palace. Mudgraw begins his answer to Hun's question with a soft laugh: "No. no. The temple is neither a maze nor dedicated to Ubtao. It is a temple dedicated to a different god, a watery god whose name escapes me." He pauses for effect and then continues: "Almost a century ago, a storm caused a ship to crash near High Horn, the norther tip of the island. After pulling human survivors from the wreckage and the water, the tortles of that time bonded well with the saved humans and did their best to try to make them feel at home. The ship’s captain was a charismatic woman whom the tortles came to admire. She worshiped a sea goddess and told stories about terrifying sea monsters, great ship battles, and magnificent island palaces. Our ancestors tortles built the Typhoon Palace for her so that she could feel at home on the island. The humans were so pleased with the grand gesture that the captain and her crew decided to live in the palace for the rest of their lives. But alas, a century is far too long a period for humans to live, and even longer for tortles. All who were involved in that whole affair have long since perished. I'd guess the last of the humans perished more than fifty years ago. Nowadays, the palace is dilapidated and haunted. As I mentioned earlier, its only use is for young tortles who occasionally explore the ruins in search of treasure or to prove themselves. Most don’t get far before strange sounds and shadowy forms frighten them away. So not a maze per se, but as mysterious as one, perhaps."
At some point Kairus is carried away by some young hunters who want to hear more of his aquatic tales. The bard eventually has a chance to ask a few additional questions of his own. Focusing specifically on the mud pits, the triton learns that they are called the "Mud Pits of Florrb", which are named after their lord. The tortles don't know many details about this lord but say he is supposedly a tricky figure. The tortles of the island like to bathe and relax in the mud pools for hours at a time, singing and bellowing to pass the time. A winding foot trail connects the mud pits to the tortle fort of Ahoyhoy. The tortles either don't know or don't see a reason to share more than that at this time.
As for other, more general landmarks (lava rivers, mountains, caves, an isolated lake, etc.) the tortles don't have much to share. They are mostly considered landmarks for keeping track of good hunting, gathering, or fishing spots. The tortles warn that they do try to keep away from the caves, on account of the geonids, but don't elaborate much beyond that. Speaking of dangers, they warn Kairus to always be alert. There are many dangers in the island for those who are not familiar with them, especially when it comes to beasts seeking for their next meal.
(OOC: The OOC message in this post still stands. Let me know if there is anything else the party wants to do during or after the festivities. Otherwise, we can jump to the next morning.)
Having enjoyed himself as a spectator to the conversations around the campfire, Yulmiath silently toasts the memories of his former crew mates as he remembers similar nights aboard ship or in a tavern. With talk turning to a mysterious sea goddess, Yulmiath find whatever joy he had been experiencing turning to ash in his mouth.
Taking his leave, Yul finds himself a likely spot on the beach, uncorking his bedroll and keeping his great axe close to hand.
After listening to Mudgraw's story, which the kobold planned to record later, Hun bowed his head in thanks for the intel. But with that, it would be back to work for the little lizard until the evening festivities died down for rest. Or such had been the plan until Yul slipped away to bed down early for the evening, looking a touch.... Hun couldn't be certain, having been half distracted most of the evening. But taking that as his cue to retire as well, he'd find a spot near Yul, and spend the next hour or so scribbling down notes and updating the map with the varied points of interest. Sleep would soon follow, though not without him digging a small den if at all possible as only a Kobold can.
When you realize you're doing too much: Signature.
The evening's festivities continue well into the night until the number of participants slowly dwindles, campfires turn into embers, and songs die down. It is a long but fun evening of the type the tortles, and possibly the visitors, haven't enjoyed in quite a while. The living area (Ahoyhoy Area 3) is both the area reserved for festivities and for sleeping. It takes a while to get to this point but, when it is clear that the celebration is dwindling, it all stops fairly quickly as to respect those who want to call it a night.
Krodhen, Rhogal, and Kairus join the tortles in finding a free mat to sleep on right there in the living area. Conversely, Yulmiath quietly slides down to the beach and claims a patch of sand for the night. Eventually, after the dragonborn has already fallen asleep, Hun shows up and expertly digs a small pocket in the sand to sleep in.
(OOC: Ahoyhoy is pretty safe. You may go ahead and complete/confirm a Long Rest in you character sheets.)
Due to the general lack of roofing in the settlement, most persons wake up with the first few rays of sunlight as dawn breaks. It is another paradisiacal day in the island, and the sounds of waves crashing and gulls squawking can be heard all about. The tortles are generally moving a bit slower this morning, on account of having plenty to eat the night before and probably falling asleep a bit later than usual. Regardless, they soon begin their morning chores, which involve preparing the nets for fishing, honing spears for hunting, getting the market set up, and slowly warming up the forge in the smithy area, among other tasks.
Mudgraw catches up to the group at some point and encourages you to explore more of Ahoyhoy since you arrived fairly close to dusk the previous day and only made a few quick stops. "Perhaps you could stop by the amphitheater (Ahoyhoy Area 5) or engage in some fishing from within the settlement in the area we have dedicated to it (Ahoyhoy Area 4), right over there." He is more than glad to share the tortle culture with the group and is trying to make Ahoyhoy sound very exciting. "I am sure some of you would love the explore the market more thoroughly too." Whether the group takes Mudgraw up on his invitation to roam within the settlement, Kwilgok also eventually approaches the party and asks if they have a plan for the day. He looks at Rhogal and adds another question: "Will you be exploring the island today?" He explains that he does not mean to join the party, but would like to know which way you are going in case he needs to go find you later. He also adds: "After all the fun last night, I am sure they wouldn't mind lending you a long canoe if you prefer to travel on the shallow water along the shore. Or you can travel by foot, of course."
Still struggling a bit to stay up to date....
History check on Laskilar 21
History check on Jahaka Achorage 19
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
Kairus woke up with a song on his lips and in a great mood. The day promised to be great! After four years on the surface, the young triton got used to the sun, the air and the inability of free movement in any direction (a restriction any water dweller would find ridiculous). He learned to appreciate clear sharp sounds, the feeling of the breeze on the skin, cacophony of smells and bright colours. And today Kairus loved all of it, even the heat.
He joyfully greeted everyone and was ready to enthusiastically dive into every activity there is! Beginning with fishing. (The market was of less interest to him since he had absolutely nothing to offer for anything they had) But eventually, a more practical side of his took over enough for him to ask others (by "others" he mostly meant Hun, that actually was the leader of their small group in his search for Volo) when they were going to begin to explore the island. "A boat? Might get handy". Sure, everything interesting seemed to be inland, but having means for a water escape never hurts. He, personally, did not need it, but those drylanders could not stay in the water for any significant amount of time. Kairus thought about everything he learned yesterday. "We can get to the Temple by water. But in that case we can miss the mud pits." (And was still curious about the place). "So, the boat or the land?"
Meili Liang Lvl 5 Monk
Dice
That morning, Hun could be seen up bright and early with his back tot he sun, tinkering away at his crossbow. Eventually the makeshift scope and several other enhancements had been removed from the crossbow and added to his shield. Which in itself had undergone some mechanical modifications in the past, though appeared incomplete until the kobold's dexterous fingers slotted in the new parts to allow the plates of metal that made it up to expand and contract on demand. There were a few other modifications here and there as well. But, if any appeared to be taking too much interest in Hun's project, he hastened to finish it up, before promptly getting up and gathering the rest of his things.
When it later came to Mudraw's suggestion of activities, Hun at least politely shook his head towards the end. "Another time, wise one. But we shall be back, I assure you." He said with an actual smile. As for Kwilgok not long after, and at the very least Kairus by extension, the kobold crossed his arms and "hmm'd" in thought for a moment or two, before then shaking his head. "Best go by land. Jungle dangerous, but only way to reach pits and confirm if Volo's not there. And if not, we can check out wrecks further north and do a bit of, uh... salvaging." He looks up to Yulmaith. "Not like anyone is bound to miss it now, eh? Plus, could be treasure their too."
Morning Prep Done. Changes Below:
Infusions - Repeating Crossbow -> Enhanced Defense(Shield)
When you realize you're doing too much: Signature.