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Br. Christos


Classes and Levels:

  • Level 11 Renaissance Man
  • Level 7 Orthodox Mystic
  • Level 1 Orthodox Monastic

Stats and Basic Info:

Race/Template: Human

Gender: Male

Alignment: Lawful Good

Religion / Patron Deity: Orthodox Christian

STR: 12
DEX: 10
CON: 8
INT: 18
WIS: 16
CHA: 8

Hit Points: 76

BAB: +8

Fortitude: 11

Reflex: 13

Will: 22

Renaissance man areas of skill:

Major areas:

Master's degrees bridging mathematics and computers (UIUC) and theology and philosophy (Cambridge)
Anthropology / Cultures
Computer Science / Programming
Linguistics / Languages
Mathematics
Philosophy
Theology
User Experience
Writing

Possessions on person:

  • Black robes.
  • Swiss Army Knife toolchest.
  • Portable computer that is designed for outdoor use in inclement weather and can run any operating system he wants and any programming language he wants.
  • A non-5G iPhone which he would not trade for a new one.

Feats

  • Ambidexterity
  • Craft Wondrous Software
  • Craft Wondrous Writing
  • Dodge
  • Improved Unarmed Strike
  • Toughness
  • Weapon Specialization, Crossbow
  • Weapon Double Specialization, Rifle

Skills

  • Balance: 15
  • Climb: 18
  • Concentration: 18
  • Decipher Script: 19
  • Disguise: 12
  • Diplomacy: 17
  • Handle Animal: 14
  • Heal: 17
  • Hide: 22
  • Knowledge Architecture/Engineering: 20, Geography 20, History 20, Nature 20, Nobility/Royalty 20, Religion 35, Literature: 20
  • Languages: English 22, French 21, Spanish 20, Italian 19, Latin 19, Greek 19, Python 24, HTML5 22, CSS3 21, JavaScript: 23
  • Listen: 17
  • Move Silently: 22
  • Perform: Keyboard 10, Oratory 15
  • Profession: Author 20, Developer 20
  • Ride: 11
  • Tumble: 11
  • Use Rope: 12

Description

Brother Christos is a born renaissance man, with activities from inspired keyboard improvisation to making a four-dimensional maze, from writing A Dream of Light to a Myst-like souvenir from Cambridge, and more.

He has had a lot of being in the right place at the right time, and started his first and now most extensive website at cjshayward.com, within a year or two of the web's founding. His preserved works at the Internet archive are as old as the archive itself.

In recent years he has increasingly focused on being a student of Orthodox patristics, and more specifically asking what is good for man, and more specifically than that, how to navigate a technology-laden maze when many mainstream options are ultimately counter-productive. His magnum opus, called The Luddite's Guide to Technology, looks at the maze and how to navigate it in a many-sided way, and over half of the preferred introduction to his works, C.J.S. Hayward in Under 99 Pages, are pulled from his extensive works on technology and man. Likewise, his autobiography is titled, Orthodox Theology and Technology: A Profoundly Gifted Autobiography.

With years, the transformational nature of the Orthodox spiritual path has helped him to grow, and part of that growth is being deeply calm, a contagious calm that settles on those around him, and has had some people wanting to be with him so that part of the calm will rub off onto them. For them he wrote Calm.

And he always meeting some of his readers, and you are invited to contact him.

A quote:

[Other name changed]

Christos [Puts hand on the shoulder of the father of teenage Adam]: "Adam hurt my feelings."

Adam [confused]: "How did I do that?"

Christos: "Fess up, Adam, and then we'll both know."

My Life's Work

TL;DR

Own my complete collection in paperback! It is well worth it.

A Foxtrot cartoon featuring a tilted house and the words, "Peter, maybe you should take those Calvin and Hobbes books to the other side of the house.

OK, so I'm a dwarf standing on giants' shoulders, but...


A life's work between two covers...   er, almost a dozen pairs of covers with four to six hundred pages in between...   that could nicely adorn about two feet of space on your bookshelf...   a little smaller in size than the complete Calvin and Hobbes...

C.J.S. Hayward
Image by kind permission of the Wade Center.

"Must... fight... temptation.... to read... brilliant and interesting stuff from C.J.S. Hayward.... until.... after... work!"

—Kent Nebergall

If you don't know me, my name is Christos Jonathan Seth Hayward, which I usually abbreviate "C.J.S. Hayward."

But my name has to my surprise trilettered on Facebook to "CSH," for "C.S. Hayward". As in, the natural successor to C.S. Lewis. I take that as a big compliment.

I'm an Eastern Orthodox author, who grew up reading C.S. Lewis, and has read almost everything he wrote, including some of those reviewed in C.S. Lewis: The Neglected Works, but have written many different things in many styles. Readers have written things about parts of the the colllection like (J. Morovich):

A collection of joyful, challenging, insightful, intelligent, mirthful and jarring essays written by an Eastern Orthodox author who is much too wise for his years.

and (D. Donovan):

Each piece is a delight: partially because each 'speaks' using a different voice and partly because a diversity of topics and cross-connections between theology and everyday living makes the entire collection a delight to read, packed with unexpected twists, turns, and everyday challenges.

And all this for some of this collection.

These pieces are a joy to read, and a gateway to help you enter a larger world, and open up doors that you never dreamed were there to open. Want to really see how "There are more things in Heaven and earth than are dreamed of in your philosophy?" Read these.

This little library includes nearly everything I’ve written--roughly 365 works in 12 volumes. The works in each volume are quite varied and most are short.) I omit software projects and the occasional interactive webpage. What all is offered? Works in this series include: novellas, short stories, poems and prayers, articles, and humor.

The one single work I would recommend most by far, and has been strongly recommended by others, is The Consolation of Theology. It is based on a classic The Consolation of Philosophy, and it is meant to give consolation, joy, strength, insights and things that are beyond mere insight. In a pandemic, a collapsing economy, and times when grandmas are buying shotguns, and perhaps other things in the pipeline, happiness is possible, in our reach, and it is real.

My story includes Protestant origins and a progressive discovery of Orthodox Christianity. Because this is a collection of the Good, the Bad, and the Ugly, I have set the works I would particularly recommend in bold in the Table of Contents.

I've also dropped the specified price per volume from $29.99 to $19.99.

C.J.S. Hayward

Buy the C.J.S. Hayward: The Complete Works on Amazon now!

 
(Please note: In the past, a bug prevented an avid reader furious he couldn't read more than the first half of the Kindle edition. The Kindle edition has one review at one star, from someone who read the first half of the book and was infuriated he couldn't read further. I've since fixed that bug, but the review is live and probably deterring people from purchasing. I can and do write well-received titles.)

What Is Wrong With the World

Own C.J.S. Hayward's complete works in paper!

G.K. Chesterton wrote a letter to the editor after a newspaper requested answers to the question, "What is wrong with the world?"

His answer, "Sir, I am." was the shortest letter to the editor in newspaper history.

St. Isaac the Syrian and St. Seraphim of Sarov said, "Acquire a spirit of peace within yourself, and ten thousand around you will be saved."

Everybody has an opinion about what needs to change after the riot.

Fortunately, with me the one political necessity is within my power: to recognize that "It is a trustworthy saying, 'Christ Jesus came into the world to save sinners, of whom I am chief,'" and to repent of my sins and take them to confession.

(It may be noted that a book contest to come up with the most politically incorrect book was won by a book about Orthodox priest and monk Fr. Seraphim of Plantina: Not of This World, which was pointed out to be barely political enough to be politically incorrect: but the best politics are in fact not of this world.)

But I am preparing for something tomorrow that is more political than my voting.

I am going to confession and own up to my sin as best as I can. And try to do better.

Beware of Geeks Bearing Gifts

Cover for The Luddite's Guide to Technology

Why did we call ourselves the Katana? It was in the excitement of a moment, and a recognition that our project has some off the elegance of a Katana to a Japan fan. We were more current than today's fashions and for that matter made today's fashions, but representing an unbroken tradition since Plato's most famous work, what they call the world's oldest, longest, least funny, and least intentional political joke: The Republic. Things would have been a lot easier if it weren't for them. They obstructed the Katana.

The Katana have a dynamic thousand-or-so goals, but there is only one that counts: the relentless improvement of the Herd. Some of the older victories have really been improving agriculture what seems like thirty, sixty, or a hundredfold, with mechanized engineering for farming and a realization that you can have meat costing scarcely more than vegetables if you optimize animals like you'd optimize any other machine, under conditions that turn out to be torture for farm animals. There are some lands where the Herd has been imbued with enough progress that the middle class has about as many creature comfort as there is to be had, and for that matter among the poor the #1 dietary problem is obesity. Maybe we made the Herd look more like pigs, but please do not blame us! We aren't eating that much!

And we are altruists through and through.

We have been providing the Herd with progressively greater "space-conquering technologies", as they are sold, which neuter the significance of their having physical bodies and the structure of life that was there before us. First we gave gasoline-powered Locomotives and great Aerobirds, devices that could move the meat of the human body faster. Now we are unfolding another wave of body-conquering technologies, which obviate the need to move meat. They are powered by a kind of unnatural living thing. Perhaps the present central offering in this horn of plenty, or what we present as a horn of plenty, is a Portal: a small device carried by many even in the poorest lands, that draws attention to itself and such stimulation it offers, disengaging from ancient patterns of life.

Things would be so much easier if it weren't for them. We tried to tell people that they hate women; now we've told people that they hate gays. They still get in the way of progress.

Yesterday there was a planned teleconference, a town hall among the Katana after an important document from them had been intercepted. It was encrypted with a flawed algorithm, but cryptanalysis is easy and semantics is hard, and we gave the document to the semanticians for analysis.

The title of the document was straightforward and one that the Katana was happy to see: "How to Serve Man". But the head semantician came late, and his face was absolutely ashen. It took him some time to compose himself, until he said—"The book... How to Serve... How to Serve Man... It doesn't contain one single recipe!"

[With apologies to Damon Knight, To Serve Man.]

Read more of The Luddite's Guide to Technology on Amazon!

The Emperor's New Fantasy

Cover for The Best of Jonathan's Corner

A Wind in the Door, by Madeleine l'Engle. Swirls of kything, Charles Wallace, and Blajeny. The Chronicles of Narnia, by C.S. Lewis. Swirls of Narnia and visits to that land. Arthurian legends. Swirls of knighthood, Merlin, and the Holy Grail. Stranger in a Strange Land, by Robert Heinlein. Swirls of grokking, Michael Valentine Smith, and Martian wisdom.

These are some of the "realer world" things I have found captivating over the years, and all of them, in different forms, offer a glimpse of transcendence—and heartache.

There is a scene, central to the plot, in The Silver Chair where a Witch has been weaving an enchantment to seduce the Narnian Marsh-Wiggle Puddleglum and the earthborn children into believing that there is no world outside the underground caverns, no sun, no Aslan and so on and so forth, and when the Witch has practically won, Puddleglum mostly stamps out the spice-laden, narcotic fire with his bare feet, and greatly weakens the enchantment, and tells the Witch,

"One word, Ma'am," he said, coming back from the fire; limping because of the pain. "One word. All you've been saying is quite right, I shouldn't wonder. I'm a chap who always liked to know the worst and then put the best face I can on it. So I won't deny any of what you said. But there's one more thing to be said, even so. Suppose we have only dreamed, or made up, all those things—trees and grass and sun and moon and stars and Aslan himself. Suppose we have. Then all I can say is this, that in that case the made-up things seem a good deal more important than the real ones. Suppose this black pit of a kingdom of yours is the only world. Well, it strikes me as a pretty poor one. And that's a funny thing, when you come to think of it. We're just babies making up a game, if you're right. But four babies playing a game can make a play-world which licks your real world hollow. That's why I'm going to stand by the play-world. I'm on Aslan's side even if there isn't any Aslan to lead it. I'm going to live as like a Narnian as I can even if there isn't any Narnia. So, thanking you kindly for our supper, if these two gentlemen and the young lady are ready, we're leaving your court at once and setting out in the dark to spend our lives looking for Overland. Not that our lives will be very long, I should think; but that's a small loss if the world's as dull a place as you say."

This heroic stance is, in a word, the marketing proposition offered by fantasy.

(Particularly if it is taken out of its context of defending the book's real world, Narnia.)

People who find the world dismal can seek salvation in escape, where there is no true salvation to be found. But there is another option.

Realize that the greater world is not by escape, but by recognizing that the real world is not the dreary, mundane cave that it looks like when you are making Puddleglum's stance.

The Orthodox Church is very much embracing the here and now, and insists that no, there is no other place than the here and now God has given us that we can be saved. Or that we can be happy. But something funny happens along the way.

If we give up Grail questing whether in Arthurian form or its pukeworthy successors, the world seems hollow when recognizing that we cannot ever find or reach the Holy Grail. But when we repent and turn our backs on escape, we discover that repentance is not something to fear but Heaven's best-kept secret, and God the Spiritual Father has placed us in Paradise.

We may discover that after we have given up the hope of any illusion of the Holy Grail that the only game in town is to become the Holy Grail, to receive Christ's body and blood in the Holy Mysteries ourselves, as the Blessed Augustine said, "Behold what you believe! Become what you behold!" and the purpose of being human is to become by grace what Christ is by nature.

If we give up reading fantasy and hoping we could live in that realer world, we may read the Saints' lives, different each day, and find God the Spiritual Father call you to the true realer world.

There are lessons along the way. One is that happiness is not for sometime down the road when we get some new possession, but for here now. Possessions, no matter how badly we want them, do not mediate our really living human life. Another lesson is that the greatest treasures, all of them, we are invited to pursue. The God Who Transcends His Own Transcendence bids us grow in humility, love, and divinity. These eclipse Nobel Prizes, royal honors, and indeed all the honor in the world.

And really, it is an adventure, but it all hinges on repentance and virtue.

Read more of The Best of Jonathan's Corner: An Anthology of Orthodox Christian Mystical Theology on Amazon!

Singularity

Cover for The Luddite's Guide to Technology

Herodotus: And what say thou of these people? Why callest thou them the Singularity, Merlin?

John: Mine illuminèd name is John, and John shall ye call me each and every one.

Herodotus: But the Singularity is such as only a Merlin could have unravelled.

John: Perchance: but the world is one of which only an illuminèd one may speak aright. Call thou me as one illuminèd, if thou wouldst hear me speak.

Herodotus: Of illumination speakest thou. Thou sawest with the eye of the hawk: now seest thou with the eye of the eagle.

John: If that be, speak thou me as an eagle?

Herodotus: A point well taken, excellent John, excellent John. What speakest thou of the Singularity?

John: A realm untold, to speak is hard. But of an icon will I speak: inscribed were words:

'Waitress, is this coffee or tea?'

'What does it taste like?'

'IT TASTES LIKE DIESEL FUEL.'

'That's the coffee. The tea tastes like transmission fluid.'

Herodotus: Upon what manner of veneration were this icon worshipped?

John: That were a matter right subtle, too far to tell.

Herodotus: And of the inscription? That too be subtle to grasp.

John: Like as a plant hath sap, so a subtle engine by their philosophy wrought which needeth diesel fuel and transmission fluid.

Herodotus: [laughs] Then 'twere a joke, a jape! 'Tis well enough told!

John: You perceive it yet?

Herodotus: A joke, a jape indeed, of a fool who could not tell, two different plants were he not to taste of their sap! Well spoke! Well spoke!

John: Thou hast grasped it afault, my fair lord. For the subtle engine hath many different saps, no two alike.

Herodotus: And what ambrosia be in their saps?

John: Heaven save us! The saps be a right unnatural fare; their substance from rotted carcasses of monsters from aeons past, then by the wisdom of their philosophy transmogrified, of the subtle engine.

Herodotus: Then they are masters of Alchemy?

John: Masters of an offscouring of all Alchemy, of the lowest toe of that depravèd ascetical enterprise, chopped off, severed from even the limb, made hollow, and then growen beyond all reason, into the head of reason.

Herodotus: Let us leave off this and speak of the icon. The icon were for veneration of such subtle philosophy?

John: No wonder, no awe, greeteth he who regardest this icon and receive it as is wont.

Herodotus: As is wont?

John: As is wanton. For veneration and icons are forcèd secrets; so there is an antithesis of the sacra pagina, and upon its light pages the greatest pages come upon the most filled with lightness, the icons of a world that knoweth icons not.

Let me make another essay.

The phrase 'harmony with nature' is of popular use, yet a deep slice of the Singularity, or what those inside the Singularity can see of it, might be called, 'harmony with technology'.

Herodotus: These be mystics of technology.

John: They live in an artificial jungle of technology, or rather an artificial not-jungle of technology, an artificial anti-jungle of technology. For one example, what do you call the natural use of wood?

Herodotus: A bundle of wood is of course for burning.

John: And they know of using wood for burning, but it is an exotic, rare case to them; say 'wood' and precious few will think of gathering wood to burn.

Herodotus: Then what on earth do they use wood for? Do they eat it when food is scarce or something like that?

John: Say 'wood' and not exotic 'firewood', and they will think of building a house.

Herodotus: So then they are right dexterous, if they can build out of a bundle of gathered sticks instead of burning it.

John: They do not gather sticks such as you imagine. They fell great trees, and cut the heartwood into rectangular box shapes, which they fit together in geometrical fashion. And when it is done, they make a box, or many boxes, and take rectangles hotly fused sand to fill a window. And they add other philosophy on top of that, so that if the house is well-built, the air inside will be pleasant and still, unless they take a philosophical machine to push air, and whatever temperature the people please, and it will remain dry though the heavens be opened in rain. And most of their time is spent in houses, or other 'buildings' like a house in this respect.

Herodotus: What a fantastical enterprise! When do they enter such buildings?

John: When do they rather go out of them? They consider it normal to spend less than an hour a day outside of such shelters; the subtle machine mentioned earlier moves but it is like a house built out of metal in that it is an environment entirely contrived by philosophy and artifice to, in this case, convey people from one place to another.

Herodotus: How large is this machine? It would seem to have to be very big to convey all their people.

John: But this is a point where their 'technology' departs from the art that is implicit in τεχνη: it is in fact not a lovingly crafted work of art, shaped out of the spirit of that position ye call 'inventor' or 'artist', but poured out by the thousands by gigantical machines yet more subtle, and in the wealth of the Singularity, well nigh unto each hath his own machine.

Herodotus: And how many can each machine can convey? Perchance a thousand?

John: Five, or six, or two peradventure, but the question is what they would call 'academical': the most common use is to convey one.

Herodotus: They must be grateful for such property and such philosophy!

John: A few are very grateful, but the prayer, 'Let us remember those less fortunate than ourselves' breathes an odor that sounds truly archaical. It sounds old, old enough to perhaps make half the span of a man's life. And such basic technology, though they should be very much upset to lose them, never presents itself to their mind's eye when they hear the word 'technology'. And indeed, why should it present itself to the mind his eye?

Herodotus: I strain to grasp thy thread.

John: To be thought of under the heading of 'technology', two things must hold. First, it must be possessed of an artificial unlife, not unlike the unlife of their folklore's ghouls and vampires and zombies. And second, it must be of recent vintage, something not to be had until a time that is barely past. Most of the technologies they imagine provide artificially processed moving images, some of which are extremely old—again, by something like half the span of a man's life—while some are new. Each newer version seemeth yet more potent. To those not satisfied with the artificial environment of an up-to-date building, regarded by them as something from time immemorial, there are unlife images of a completely imaginary artificial world where their saying 'when pigs can fly' meaning never is in fact one of innumerable things that happen in the imaginary world portrayed by the technology. 'SecondLife' offers a second alternative to human life, or so it would seem, until 'something better comes along.'

Herodotus: My mind, it reeleth.

John: Well it reeleth. But this be but a sliver.

For life to them is keeping one's balance on shifting sand; they have great museums of different products, as many as the herbs of the field. But herein lies a difference: we know the herbs of the field, which have virtues, and what the right use is. They know as many items produced by philosophy, but they are scarce worse for the deal when they encounter an item they have never met before. For while the herbs of the field be steady across generations and generations, the items belched forth by their subtle philosophy change not only within the span of a man's life; they change year to year; perchance moon to moon.

Herodotus: Thou sayest that they can navigate a field they know not?

John: Aye, and more. The goal at which their catechism aims is to 'learn how to learn'; the appearance and disappearance of kinds of items is a commonplace to them. And indeed this is not only for the items we use as the elements of our habitat: catechists attempt to prepare people for roles that exist not yet even as the students are being taught.

Though this be sinking sand they live in, they keep balance, of a sort, and do not find this strange. And they adapt to the changes they are given.

Herodotus: It beseemeth me that thou speakest as of a race of Gods.

John: A race of Gods? Forsooth! Thou knowest not half of the whole if thou speakest thus.

Herodotus: What remaineth?

John: They no longer think of making love as an action that in particular must needeth include an other.

Herodotus: I am stunned.

John: And the same is true writ large or writ small. A storyteller of a faintly smaller degree, living to them in ages past, placed me in an icon:

The Stranger mused for a few seconds, then, speaking in a slightly singsong voice, as though he repeated an old lesson, he asked, in two Latin hexameters, the following question:

'Who is called Sulva? What road does she walk? Why is the womb barren on one side? Where are the cold marriages?'

Ransom replied, 'Sulva is she whom mortals call the Moon. She walks in the lowest sphere. The rim of the world that was wasted goes through her. Half of her orb is turned towards us and shares our curse. Her other half looks to Deep Heaven; happy would he be who could cross that frontier and see the fields on her further side. On this side, the womb is barren and the marriages cold. There dwell an accursede people, full of pride and lust. There when a young man takes a maiden in marriage, they do not lie together, but each lies with a cunningly fashioned image of the other, made to move and to be warm by devilish arts, for real flesh will not please them, they are so dainty in their dreams of lust. Their real children they fabricate by vile arts in a secret place.'

The storyteller saw and saw not his future. 'Tis rare in the Singularity to fabricate children 'by vile arts in a secret place'. But the storyteller plays us false when he assumes their interest would be in a 'cunningly fashioned image of the other'. Truer it would be to say that the men, by the fruits of philosophy, jump from one libidinous dream to another whilest awake.

Herodotus: Forsooth!

John: A prophet told them, the end will come when no man maketh a road to his neighbors. And what has happened to marriage has happened, by different means but by the same spirit, to friendship. Your most distant acquaintanceship to a fellow member is more permanent than their marriage; it is routine before the breakable God-created covenant of marriage to make unbreakable man-made covenants about what to do if, as planned for, the marriage ends in divorce. And if that is to be said of divorce, still less is the bond of friendship. Their own people have talked about how 'permanent relationships', including marriage and friendship, being replaced by 'disposable relationships' which can be dissolved for any and every reason, and by 'disposable relationships' to 'transactional relationships', which indeed have not even the pretension of being something that can be kept beyond a short transaction for any and every reason.

And the visits have been eviscerated, from a conversation where voice is delivered and vision is stripped out, to a conversation where words alone are transmitted without even hand writing; from a conversation where mental presence is normative to a conversation where split attention is expected. 'Tis yet rarely worth the bother to make a physical trail, though they yet visit. And their philosophy, as it groweth yet more subtle, groweth yet more delicate. 'Twould scarcely require much to 'unplug' it. And then, perhaps, the end will come?

Herodotus: Then there be a tragic beauty to these people.

John: A tragic beauty indeed.

Herodotus: What else hast thou to tell of them?

John: Let me give a little vignette:

Several men and women are in a room; all are fulfilling the same role, and they are swathed with clothing that covers much of their skin. And the differences between what the men wear, and what most of the women wear, are subtle enough that most of them do not perceive a difference.

Herodotus: Can they not perceive the difference between a man and a woman?

John: The sensitivity is dulled in some, but it is something they try to overlook. But I have not gotten to the core of this vignette:

One of them indicateth that had they be living several thousand years ago they would not have had need of clothing, not for modesty at least, and there are nods of agreement to her. And they all imagine such tribal times to be times of freedom, and their own to be of artificial restriction.

And they fail to see, by quite some measure, that prolonged time in mixed company is much more significant than being without clothing; or that their buildings deaden all of a million sources of natural awareness: the breeze blowing and the herbs waving in the wind; scents and odours as they appear; song of crickets' kin chirping and song of bird, the sun as it shines through cloud; animals as they move about, and the subtleties and differences in the forest as one passes through it. They deaden all of these sensitivities and variations, until there is only one form of life that provides stimulation: the others who are working in one's office. Small wonder, then, that to a man one woman demurely covered in an office has an effect that a dozen women wearing vines in a jungle would never have. But the libertines see themselves as repressed, and those they compare themselves to as, persay, emancipated.

Herodotus: At least they have the option of dressing modestly. What else hast thou?

John: There is infinitely more, and there is nothing more. Marriage is not thought of as open to children; it can be dissolved in divorce; it need not be intrinsically exclusive; a further installment in the package, played something like a pawn in a game of theirs, is that marriage need not be between a man and a woman. And if it is going to be dismantled to the previous portion, why not? They try to have a world without marriage, by their changes to marriage. The Singularity is a disintegration; it grows more and more, and what is said for marriage could be said for each of the eight devils: intertwined with this is pride, and it is only a peripheral point that those who further undefine marriage speak of 'gay pride'. A generation before, not mavericks but the baseline of people were told they needed a 'high self-esteem', and religious leaders who warned about pride as a sin, perhaps as the sin by which the Devil fell from Heaven, raised no hue and cry that children were being raised to embrace pride as a necessary ascesis. And religion itself is officially permitted some role, but a private role: not that which fulfills the definition of religare in binding a society together. It is in some measure like saying, 'You can speak any language you want, as long as you utter not a word in public discourse': the true religion of the Singularity is such ersatz religion as the Singularity provides. Real religion is expected to wither in private.

The Singularity sings a song of progress, and it was giving new and different kinds of property; even now it continues. But its heart of ice showeth yet. For the march of new technologies continues, and with them poverty: cracks begin to appear, and the writing on the wall be harder to ignore. What is given with one hand is not-so-subtly taken away with the other. The Singularity is as needful to its dwellers as forest or plain to its dwellers, and if it crumbles, precious few will become new tribal clans taking all necessities from the land.

Herodotus: Then it beseemeth the tragedy outweigheth the beauty, or rather there is a shell of beauty under a heart of ice.

John: But there are weeds.

Herodotus: What is a weed?

John: It is a plant.

Herodotus: What kind of plant is a weed? Are the plants around us weeds?

John: They are not.

Herodotus: Then what kinds of plants are weeds?

John: In the Singularity, there is a distinction between 'rural', 'suburban', and 'urban': the 'rural' has deliberately set plants covering great tracts of land, the 'suburban' has fewer plants, if still perhaps green all around, and the 'urban' has but the scattered ensconced tree. But in all of them are weeds, in an urban area plants growing where the artificial stone has cracked. And among the natural philosophers there are some who study the life that cannot be extinguished even in an urban city; their specialty is called 'urban ecology'. The definition of a weed is simply, 'A plant I do not want.' We do not have weeds because we do not seek an artificial envionment with plants only present when we have put them there. But when people seek to conform the environment to wishes and plans, even in the tight discipline of planned urban areas, weeds are remarkably persistent.

And in that regard, weeds are a tiny sliver of something magnificent.

Herodotus: What would that be?

John: The durability of Life that is writ small in a weed here in the urban, there in the suburban is but a shadow of the durabiity of Life that lives on in the sons of men. Mothers still sing lullabyes to their dear little children; friendships form and believers pray at church far more than happened in the age where my story was told, a story dwarfed by what was called the 'age of faith'. The intensity of the attacks on the Church in a cruel social witness are compelled to bear unwilling witness to the vitality of the Church whose death has been greatly exaggerated: and indeed that Church is surging with vitality after surviving the attacks. The story told seems to tell of Life being, in their idiom, 'dealt a card off every side of the deck'—and answering, 'Checkmate, I win.' I have told of the differences, but there are excellent similarities, and excellent differences. For a knight whoso commandeth a wild and unbridled horse receiveth greater commendation than a knight whoso commandeth a well-bred and gentle steed.

Herodotus: The wind bloweth where it listeth. The just shall live by his faith. Your cell, though it be wholly artificial, will teach you everything you need to know.

John: Thou hast eagerly grasped it; beyond beauty, tragedy, and beyond tragedy, beauty. Thou hast grasped it true.

[Here ends the manuscript]

Read more of The Best of Jonathan's Corner: An Anthology of Orthodox Christian Mystical Theology on Amazon!

Player's Introduction

Cover for The Minstrel's Song

Section I: What is role play?

What is role play?

When you read a book, your imagination transports you to the long ago, the far away, the fantastic. You are there with the characters, listening and feeling with them, watching as the story unfolds.

Role play takes another step. You are still imagining goings on in a fantasy world, but not just as a passive observer: you are an active participant whose actions affect the twists and turns of the story. You aren't just pretending to be with the great explorer, the brave adventurer, the charming minstrel; you are pretending to be that character, and he does what you decide.

The essential premise is that you have a made up character, with his own personality, likes, dislikes, goals, dreams, skills, abilities, attributes, etc. You are playing that character: you are told what your character sees and hears, what happens around him, and you choose what he does.

Your character is in a party of other player characters; these are companions and fellow adventurers who are working together towards a common goal. There is also a game master, whose role is not so much like that of one character as of the author: to serve as a referee as to events in the external world, telling what happens, what non-player characters do, and so on. (When the party walks into a town and starts looking for a tavern, an inn, a supply shop, etc., I'm the one who tells if/when they find it, who they meet on the street, what the bartender/innkeeper/shopkeeper does, and so on and so forth.)

The character should be a person, an entity, within the game world: a member of one of the seven races (Nor'krin, Tuz, Urvanovestilli, Yedidia, Jec, Shal, Janra). (A part of the character design is that it be from within one of the peoples there: a Nor'krin archer would be far more appropriate than a New York City cop who happens to have the body of a Tuz. (That's a part of the fun of role play.)) He should also, as well as a race, have a role within the game: an adventuring related profession. (For example, archer.)

What you will do in setting up a character for my game is decide what kind of person you want her to be. To this end, I am furnishing a list of personal questions about her, and a list of skills, attributes, and virtues. In the interest of not intimidating you, let me say that they are given, not to tie you down, but to help you. I don't expect a 500 word essay in response to every single question; my intention is rather that the questions help you think about your character — that they will spark an "Aha! I want to play a character who ...". Likewise with the skills and attributes — if you don't need it, you're more than welcome to play without it.

Section II: What do I need to do to start?

To start playing Hero's Quest, you need to define a character. After the character is defined, role play can begin.

Here is roughly what should be defined in setting up a character.

  • Personality. Identity. A sense of who the character is. To help define characters, there is a list of questions to that end, and a list of virtues. A personal history is also an important and helpful part of the character's identity.
  • Race. This is an important part of who the characters are; players should read at least the description of the race that your character is a member of, to understand part of the character's identity.
  • Role and abilities. What skills the character has; what he can do. The list of roles and the list of skills is intended to help define this part of a character.
  • Attributes: what the character is naturally gifted at, and naturally not so gifted at. An idea of how strong or weak the character is in the listed attributes.
  • Other miscellanea:
    • Physical appearance.
    • Possessions.
    • Name.

Section III: Sample roles

The following roles are samples of what a character might build himself into. They are meant not to be a definitive limit, but illustrative of possibilities. If a particular race is especially appropriate to a role, it will follow the race. (Of course, other races could learn as well; it's just that the particular races are especially well suited).

When a character's role/selection of skills is being determined, one dimension worthy of consideration is whether the character will be a generalist or a specialist. On his own, a generalist is likely to be the most effective character; with a party, it is probably more useful to have specialized characters who excel at diverse skills.

The Acrobatic Scout (Janra) If you're a Janra, you're an acrobat. The scout in particular can roll down the passages of a cavern and maze, keeping a good sense of how to get out; he can climb walls and trees, pick locks, disappear into the shadows.

The Archer The archer can handle a bow with a virtuoso level of skill. An Urvanovestilli crossbowman has no trouble with parlor tricks such as whipping out a one-handed crossbow and shooting a coin off a child's ear.

The Bard (Yedidia) The bard knows tunes to soothe the savage beast. He knows legends and lore, the tales of heroes; he has a decent chance of knowing at least a hint about where lost treasures might be. From extensive travel, he knows the lay of the land and pieces of local color, which inns will give you a night's lodging if you sing for their visitors and which taverns have the best beer. The bard is an excellent storyteller and a master of words; to him, mediation is easy, and he has a most persuasive tongue.

The Hunter (Nor'krin, Tuz) The hunter is good at providing food for a whole party, and a decent woodsman to bat — can track, knows how to handle a bow (Nor'krin) or a dagger (Tuz), and knows the tricks of the wood.

The Interpreter In a world full of different languages and cultures, a party which does not all speak a common language or which is going to go to different lands will benefit immensely from having an interpreter. The interpreter will be a student of the different languages, know enough of etiquette and customs to avoid offense, and likely be a good general party mouthpiece: know how to secure provisions and a night's roof, how much to haggle for, how to persuade people to do favors...

The Jack-of-All-Trades (Janra) The jack-of-all-trades is a dabbler who knows a little of this, a little of that — what would come in handy for an adventurer. He can track, hunt, smell creatures, move silently, hide, dodge, and handle a bow; he can pick locks, search, climb, use ropes, jump, function tolerably well in the dark... He's in decent shape; he doesn't wear out that quickly. He can guess what others are going to do, haggle, and knows a smattering of all the languages. He can survive in the wilderness, build fires, knows first aid, and can repair broken equipment (or at least jury-rig it to work for the moment). None of this he can do spectacularly — he is a jack of all trades and master of none — but he's pretty good on his own and is likely to be able to do at least tolerably what nobody else in the party knows how to do.

MacGyver 'nuff said.

The Scholar (Urvanovestilli) The scholar is a very literate person who knows a lot about history and geography. He can read and write, and given time can decipher at least some of each language (and is conversant with the different literatures). It is often sages that Nor'krin seek out for advice in fulfilling their quests; they have sharp minds and extensive knowledge, which can help guide any party.

The Wayfarer The wayfarer is somewhat the jack-of-all-trades adventurer, somewhat the interpreter, somewhat the bard... He has travelled to many places and knows the different lands extensively; he's made friends across races and has a lot of open doors.

The Woodsman (Yedidia) The woodsman knows the secrets of the wood. He knows which plants are edible, can find water without difficulty, knows which animals have passed by and which are nearby, knows a decent bit of mountaineering... He is able to track and hunt, of course, but is more than just that. He can calm animals, and enjoys having them eat out of his hand. He is at peace with the wood, and sees a great deal of beauty in it.

Section IV: The Spirit, and its Gifts

All characters are believers. As such, they have the ear of an omnipotent Father; Christ Jesus dwells in their heart; they possess the Spirit as the structure of obedience and as a power in their lives. Prayer and the motion of the Spirit are to be manifest in play; this is not included in the mathematical model, not because it is not important enough to model, but because it is too big and too important to model. (See model, section III)

The one Spirit that is present gives different gifts to specific believers; Paul, after laying out the teaching of one body whose different parts serve to a higher and necessary unity, writes (I Cor. 12:27-28, NIV):

Now you are the body of Christ, and each one of you a part of it. And in the church God has appointed first of all apostles, second prophets, third teachers, then workers of miracles, also those having gifts of healing, those able to help others, those with gifts of administration, and those speaking in different kinds of tongues.

For game purposes, a character (if so desired) may pray, asking for a specific gift or gift(s), which may or may not be given. (If something else is given, the character/player has not been bad or anything like that; it's just that a different gift has been given.) One, or occasionally two or three gifts should be given. The gift should be appropriate to the character — his whole personality and identity — if there is one which is fitting. Gifts should not necessarily center around what is *useful* to play; it is unbelievably vulgar to think of the Spirit as a power source which is useful to characters. It is fine for not all — for that matter, none — of the characters to have gifts that happen to be useful to play. Gifts may also have different strengths, and/or different frequencies of operation, in different characters.

The gifts mentioned in the Scriptures may be given; other appropriate ones may also be given (for example, the touch given Curdie in _The_Princess_and_ _Curdie_). I'm not sure exactly how to define appropriate, but one obvious point is no imitation magic: no incantations and material components, no items with strange properties. In general, Spirit-given gifts which are consistent with how God has revealed himself in Scripture.

Specific gifts:

  • Administration:
    A Spirit-given leadership ability.Note that it is possible to have natural leadership talents without this gift of the Spirit; like several other gifts, it may not be obvious whether a person is exercising a gift of the Spirit or natural talent. (Some gifts, such as faith and helping others, are Spirit-given strong measures of qualities that all believers should have.)
  • Apostleship:
    Paul stated that he was the last of the apostles, so this gift is different from the others in only applying to a very small group of people at a very specific time. For the sake of simplicity, I will assume that player characters are not apostles.
  • Discernment of Spirits:
    As this gift applies to the discernment between angels and demons, it will not appear in its current form in the game. It will appear, however, as an ability to sense — perhaps even see, in a person in whom the gift is strong — angels.
  • Evangelism:
    A Spirit-given gift to effectively evangelize. This would not appear in a sinless world.
  • Faith:
    Someone with the gift of faith possesses a great measure of faith, and unusually powerful prayers.
  • Healing:
    The Spirit-given power to heal people.
  • Helping Others:
    A special Spirit-given ability and energy to help others, flowing out of an endowment of love.
  • Interpretation of Tongues:
    The Spirit-given ability to interpret what is spoken in tongues.
  • Knowledge:
    This gift appears in two forms.The first is a knowledge of sound doctrine — a gift that is at times not clearly distinguishable from prophecy, preaching, and teaching.

    The second, "logos gnosis" (word of knowledge), is a Spirit-given insight into facts about the external world, about other people's needs. (This is also not always clearly distinguished from prophecy)

  • Miraculous Powers:
    Look to the Old Testament narratives surrounding Elijah for a picture of a person in whom the gift is strong.
  • Pastors:
    The gift of overseeing and caring for and nurturing the spiritual conditions of others.
  • Preaching:
    The Spirit-given ability to preach the truth in a way that is powerful and shows its relevance to believers' lives.
  • Prophecy:
    Prophecy, Biblically speaking, is somewhat broader than the contemporary understanding of "Spirit-inspired prediction of the future."The first and foremost meaning, of chief ecclesiastical importance, is a Spirit-inspired telling of the truth. In this aspect, I am not sure how to clearly distinguish prophecy from preaching and teaching.

    The second part of it is things such as dreams, visions, the voice of the Spirit speaking.

    The specific form the gift of prophecy takes when given to a character will take some form like this.

  • Speaking in Tongues:
    Spirit-given (moment-by-moment) speech in the tongues of men and angels.
  • Teaching:
    The Spirit-given ability to teach and impart the truth.

ONE FINAL NOTE ON THIS POINT: I am placing the Spirit in play, with greatest reverence, as someone too important to leave out. The Spirit is too big and too important to reduce to just another kind of power or just another element of play. Do not do it. Give the Spirit in play a treatment that is nothing short of worship.

I cannot give a rule to make this happen. Walk in the Spirit, and it will give you the power to do so.

Section V: A Sample of Play.

Here is a sample of play. The characters are Kendall Lightfoot, a Janra scout given prophecy, Qualinesti (regional name), an Urvanovestilli scholar given knowledge in the first sense, Pirt, a Jec wayfarer given faith, 'Limna, a Yedidia interpreter given healing, and Torv, a Tuz hunter given the gift of help. They are currently in a Tuz village on the Urvanovestilli border. As they have been together for a while, they have all studied a common language (specifically Jec), which they have by now learned to speak with a reasonable proficiency.

I would like to emphasize that this is only one of many, many possible kinds of situations.

[...]

Pirt: "What did the riddle say, again?"

Qualinesti: "As tall as a house, as round as a cup; people drink from me without lifting me up."

Pirt: "Hmm... [pauses in thought for a minute] I wonder if it was talking about a well. Why don't we split up, search the village for a well, and meet back here in half an hour, and go to the well if we find one?"

Qualinesti, Kendall, 'Limna, Torv: "Sounds good to me."

Game Master: In half an hour's searching, you find that the village has one well, next to the miller's house. From the looks of it, it has been dry for quite some time. Pirt found, from a brewer, that the village now gets water from a valley about half a mile away.

Kendall: I'm going to climb down the well and search for any signs of anything interesting.

Pirt: "Would you like to borrow my lantern?"

Kendall: "Yes, thank you."

Game Master: The well is approximately 25 feet deep; after fifteen minutes of climbing and searching, you find that one of the stones has letters chiseled into it in some script, apparently Urvanovestilli, which doesn't spell out letters that you can read.

Kendall: "Pirt, may I also borrow your rope?"

Pirt: "Certainly."

Kendall: I'm going to climb up, take the rope, tie a Swami seat on Qualinesti, and body belay him down into the well.

Qualinesti: "Wait a minute. How am I supposed to get back up? I can't climb the way you can."

Kendall: "Relax. I can belay you, and if you really can't climb, I can pull you up. But climbing's so easy!"

Qualinesti: "I am not a Janra."

Kendall: I'm going to wink as I say, "We all have our problems."

Torv: I'm going to pick Kendall up and throw him over my head.

Game Master: Kendall, are you going to try to dodge?

Kendall: Given an opportunity to fly through the air? No way!

Game Master (to himself): Why did I even ask? (to Kendall) Sure enough, you find yourself flying through the air, and land in a couple of somersaults.

Kendall: I'm going to saunter back. (to Qualinesti): "So, how about heading down to read the inscription?"

Qualinesti: Ok, I'll head down.

Kendall: Once he's down safely, I'll climb down as well.

Game Master: After a little while of identifying the script — it comes from some weird dialect — you are able to decipher the message. It reads, "Do the opposite of usual to what is opposite me."

Kendall: Hmm... no buttons to push this time. I'm going to inspect the stone again.

Game Master: You don't find anything new.

Qualinesti: Are the stones arranged in any kind of orderly pattern?

Game Master: Yes; as a matter of fact, they are. There are thirty-two in a circle.

Qualinesti: I'm going to see if I can do anything to the opposite stone — especially pull it out.

Game Master: You can't budge it.

Kendall: I'm going to give it a try.

Game Master: You are able to pull it out one inch, at which point you hear a sound of some kind of stonework moving. After a few seconds, the base of the well beneath you begins to tremble, and slide to the left.

Kendall: I'm going to jump up and shoot my feet out to the sides so that they catch on a foothold, and shoot an arm around Qualinesti's waist to hold him up.

Torv: I'm going to grab the rope and brace myself so that I can pull up Qualinesti and Kendall, if need be.

Game Master: Ok. (To Qualinesti and Kendall) The stone beneath you slide out to the side, revealing stone steps receding into the darkness.

Kendall: I'm going to shift Qualinesti to my back, and climb down to the stairs, and head down.

Game Master: At the end of the stairwell is a closed door, with twenty buttons and what appears Qualinesti to be a cryptogram. It says, [hands sheet to players]

Up pqfo uif eppxbz, qsftt jo cvuupot uxp, uisff, gjwf, ojof, boe pof npsf cvuupo. Uijt pof npsf cvuupo dpoujouft uif qbuufso.

Qualinesti: [looks at it] "Both 'uif' and 'pof' are repeated; I'd be willing to guess that one of them is 'the'. ('nspf' and 'cvuupo' are repeated, but I don't know any four or six letter words as probable as 'the'.) For 't' to go to 'p' is back four; 'h' going to 'o' is forward seven; 'e' to 'f' is forward one. That doesn't help us any. 't' to 'u' is forward one, 'i' to 'h' is... T-o o-p-e-n... Got it!

"To open the doorway, press in buttons two, three, five, nine, and one more button. This one more button continues the pattern.

"Hmm. Two plus three is five; five plus three is eight. No, that's not it. Two plus three is five; two plus three plus five is ten. Now if we could only find a happy medium."

Pirt: "Two times two minus one is three; two times three minus one is five; two times five minus one is nine. Hey! I think I've got it. Who's for pushing buttons two, three, five, nine, and seventeen?"

Qualinesti: "Hmm, that's a little complicated. If we add, two plus one is three, three plus two is five, five plus four is nine... it doubles, so nine plus eight is seventeen."

Kendall: "I think you agree. How about if we try it?"

Others: "Ok." Game Master: Gears begin to turn, and the door hinges squeak as the door turns back.

[The party enters the underground, and after a while of puzzles and exploits, locates the map which they had been in search of. Coming out after a couple of days, they go to an inn.]

Game Master: Jim, could you come with me for a second? [pulls Kendall's player, Jim, out of earshot of the rest of the players.] During the night, you have a dream in which an angel appears and tells you to go the cave of Munra, a great prophet and sage, which is indicated by the notched circle on the map. He tells you to examine carefully and heed the information on the map, and says that on the way you will meet three trials, which must be overcome.

Kendall: I'm going to ask the angel what the trials are.

Game Master: "That is for you to discover." [They return to the players.]

Kendall: "Last night, I had a dream. An angel told me that we must seek out the cavern where Munra lives, which is marked by a notched circle on the map. Munra is a great prophet and sage. We need to try to understand and pay attention to the map on the way there. We will meet three trials on the way, which we must overcome before arriving."

Qualinesti: Are there any caravans or other wayfarers travelling in that direction from the village?

Game Master: No.

Torv: "How 'bout if we all buy five days' provisions and set out?"

Others: "Ok."

Qualinesti: Is there a path to the cave indicated on the map?

Game Master: Yes, there is.

Qualinesti: "I suggest we follow the path."

Others: "Ok."

Game Master: You begin to follow the path. Along the way, Torv finds an adequate supply of rabbits, boars, and so on to keep you fed, as well as springs and streams sufficient to always have at least some water in your waterskins. After fifteen days' travel, you come to the place indicated on the map as Riddler's Pass. There are two ridges coming together, forcing any travellers to pass between them, and between the mountains lies a yawning chasm.

The weather is an intense thunderstorm.

Kendall: Can we climb the ledges?

Game Master: There is only sheer rock, and the top seems to be angled so that there's nothing for a grappling hook to catch on to.

Kendall: Is there anything to secure a rope to?

Game Master: Yes; there are trees on both sides.

Kendall: I'm going to toss my grappling hook and attempt to secure a rope on the other side, then tie a noose on the other end around the rope, and attach another rope through the loop of the noose so that I can pull the rope back from the other side.

Game Master: Done.

Kendall: "How about if I shuttle across giving you each a piggyback ride, and then carry across our gear?"

Others: "Ok. We'll wait by the edge for you to get back"

Game Master: You get Torv, Pirt, and Qualinesti over; while you are carrying 'Limna over, a bolt of lightning strikes the tree on the far side. The electrical spasm causes Kendall with 'Limna to jump off the rope, and the thunder blast knocks Torv, Pirt, and Qualinesti over the edge. You fall seventy five feet onto rock.

Qualinesti has a fractured femur.

Torv has a tibia/fibula fracture, and some broken ribs.

Pirt has unknown injuries; he is knocked out by the impact.

'Limna has two broken arms.

Kendall is able to roll and reduce the damage, but he will have some severe abrasions.

Limna: I'm going to pray over myself, and then lay hands on Qualinesti, Pirt, Torv, and Kendall.

Game Master: You feel a lessening of pain as the bones begin to slide into place.

Kendall: I'm going to search around the sides for a route up.

Game Master: The sides are sheer rock and slippery rock; you can see almost nothing now. It's unclear whether you'd be able to find a route up on a sunny day; you can't climb out now.

Kendall, Torv, Pirt: We're going to search for a way out.

Game Master: You don't find anything.

Pirt: I am going to pray that a way out may be found.

Game Master: The rain begins to grow less intense, and, after about an hour, the sun begins to shine. You notice that the walls have streaks of talc reaching up to the top.

Kendall: Are there any visible climbing routes?

Game Master: No.

Kendall: "Torv, may I borrow your dagger?"

Torv: "Here you go."

Kendall: I'm going to start seeing if I can carve holds in the the talc, hoping to find a way to the top.

Game Master: In about three hours, you get about two thirds of the way up, before coming to the end of a streak which is not within any reasonable distance of any other.

Kendall: I'm going to climb down and rest for a while.

Torv: What's the status of the rope?

Game Master: It's lying coiled at the edge.

Torv: Are there any small rocks around?

Game Master: Yes, there are.

Torv: I'm going to throw rocks at it to knock it down.

Game Master: You can't throw any rocks higher than about thirty feet.

Kendall: I'm going to stuff rocks in my pockets, and climb up the talc trail to throw rocks at the rope.

Game Master: You get about halfway through before knocking it down. It falls about ten feet to your right, and goes down about twenty feet.

Kendall: "Geronimo!!!"

Game Master: You barely manage to stop yourself sliding before you reach the tip.

Kendall: I'm going to climb up, scare away any animals, and ferry the gear across, then from the other end, pull across and reanchor the rope, and help the people up. [pause] Wait. I'm going to rapell down the side and carve handholds.

Game Master: There are a couple of raccoons who have helped themselves to your food, but no other animals. You manage to do what you wanted to.

Kendall: "Thanks for letting me use your dagger, Torv. Here it is."

Torv: "You're welcome."

Game Master: You continue on, and early the next day come to a fork in the path.

Pirt: What does the map say?

Game Master: The map shows only one path.

Pirt: Is one side more sharply angled, or wider, or more worn?

Game Master: Both are equally angled, equally wide, and equally worn.

Pirt: I'm going to study the map to see if I can find any hints.

Game Master: [pauses] You don't find any.

Qualinesti: I'm going to do the same.

Game Master: You don't find any, either.

Kendall: I'm going to pray for a word on which path to choose.

Game Master: You remember the words of an author:

And I said to him, "Sir, give me a light, that I may tread safely into the unknown."

And he said to me, "Put thy hand into the hand of God. That will be better to thee than a light, and safer than a known way."

Kendall: Do I receive anything else?

Game Master: No.

Pirt: "God has sent us on this quest, and I am sure that he desires that we succeed. I think we should just pick a path, and trust God that it will be the right one. Which one do you suggest?"

Kendall: "Say, left."

Torv: "How do you know? Did you receive a word from God?"

Kendall: "I don't. I didn't. But I'm trusting in him."

'Limna: "Is that okay for everyone?"

Others: "Sounds fine."

Pirt: "Well, let's go, then."

Game Master: You go along, and as you go the hunting becomes more difficult. You come to the last village before the cave, where you purchase five days' worth of provisions, and go along... four days later, you're almost out of water, having just enough to get back, and haven't been able to find any along the way. It looks like another good week's journey until you get to the cave.

Pirt: Has there been any rain or any indication of rain?

Game Master: No. You've come across a couple of dry creeks.

Pirt: "I say that we go along and pray to find water."

Qualinesti: "We could go back to the village and ask about water sources."

'Limna: "Yes, we could, but that would mean taking a few days' recovery from dehydration. It would mean a long delay."

Kendall: "Point."

Pirt: "I think that this is the third test."

[After a continuation of deliberation, they decide to continue.]

Game Master: Two days later, you come across an abandoned well which, while tbe wood holdings, the rope and the bucket are hopelessly rotted, Kendall is able to climb down into to replenish your waterskins. Four days later, you come across a cavern twisting into the earth.

Pirt: I'm going to light my lantern, hold my breath, and walk in.

Game Master: It takes your eyes a little while to adjust to the semidarkness, and then you see an old man with a flowing, white beard, wearing a coarse woolen cloak, sitting in a chair. There is a fire in the corner of the cave.

He stands up, raises his hand in benediction, and then says something in his tongue. [pulls Jane, 'Limna's player, aside.] He said, "Greetings, travellers. I have been waiting for you."

'Limna: Unless I indicate that I'm having a private conversation with Munra, I'm going to interpret so that you can just speak for him. [to others] "He said, 'Greetings, travellers. I have been waiting for you.'"

['Limna interprets for the interaction.]

...

Section VI: Character definition.

Here is a battery of questions designed to help players think about who the character they are designing is:

Who is he? Does Jesus sit enthroned in his heart? How does he try to imitate Christ? How does he see the world? Where do his loyalty and his love lie? How does he use his talents? What virtues does he embody? Is he temperate, controlled, balanced? What does he search for in other people? How deep are his friendships? How deep is he? How strongly does he embody the qualities he holds? What community is he a part of? What is his family, his liege, his birthplace? What inhabits his thoughts? How does he embody what is truly masculine (she embody what is truly feminine)? What fruit does he let the Spirit work in his life? What is his name?

What is his story? What interests, goals, and desires does he have? What does he cherish? What special twist does he put on things? How does he pray? What is his role in the Church? What does he create? Of what would his friends look and say, "That is him?" What is his story? What (if any) visions has he had [this question is more the focus of the DM than the player]? If he were an animal, what animal would he be, and why? What are his hobbies? What is his favorite story? What does he like to present to other people? What is he afraid of other people knowing about him? What memories does he cherish? How old is he? How has he changed over the years? How has he remained the same? What are his loyalties? Who lies closest to his heart? Who does he exist in relationship to? What communities is he a member of? How does he spend his time? What are his hopes and dreams?

What is he naturally gifted at? What skills has he developped? What would traditional game systems attribute to him? What gifts has he received in the Spirit [again, this question is more for the DM]? Prophecy? Faith? Wisdom? Knowledge? Healing? Miraculous powers? Leadership? What are his weaknesses? Does he have any handicaps? What can and can't he do?

What does he look like? What is his manner?

What are his relationships to other characters?

Here is a listing of skills/areas of knowledge/abilities. It is meant to be illustrative rather than exclusive. (Partially borrowed from AD&D)

(A following parenthesized letter indicates that a skill is common to all members of a race: (N)or'krin, (T)uz, (Yedidia), (U)rvanovestilli, Je(C), (S)hal, (J)anra. Other parenthesized information may follow.)

  • Acrobatics/Tumbling (J)
  • Acting
  • Ambidexterity
  • Animal Handling (Y)
  • Animal Lore
  • Animal Training
  • Anatomy
  • Anthropology
  • Appraisal
  • Archery
  • Artistic Skill (Specific Medium)
  • Balance (J)
  • Biology
  • Blacksmith
  • Blind Action (S)
  • Bowyer/Fletcher
  • Brewing
  • Building
  • Carving
  • Carpentry
  • Catch
  • Ceremonies (U)
  • Charioteering
  • Chemistry
  • Climbing (J)
  • Clockwork Device Craftsmanship (U)
  • Cobbling
  • Cooking
  • Cold Tolerance (N)
  • Cultures (specific culture)
  • Dancing (Y)
  • Dodge (J)
  • Doublejointedness
  • Endurance
  • Engineering
  • Etiquette
  • Farmer (C)
  • Fire-Building
  • Fisher
  • Gambling
  • Gardening (Y)
  • Gem Cutting
  • Geography
  • Guess Actions — guess from looking at a person what he will do next.
  • Haggling
  • Hear Noise — hear almost silent noises.
  • Heat Tolerance (T,S)
  • Heraldry (U)
  • Herbalism (Y)
  • Hide
  • History (U)
  • Hunting (N,T)
  • Illusionism
  • Improvisation (Musical)
  • Incense Making
  • Janra-Ball (J) — incomprehensible to members of other races.
  • Jewelry Work
  • Juggling
  • Jumping (J)
  • Jury-Rigging
  • Keen Eyesight
  • Languages (Specific Language(s))
  • Leadership
  • Leather Working
  • Literature (U)
  • Mapmaking
  • Massage
  • Mathematics (U)
  • Mediation
  • Medicine
  • Mining
  • Move Silently
  • Mountaineering
  • Musical Composition
  • Musical Instrument (Specific Instrument)
  • Navigation
  • Open Locks
  • Painting
  • Persuasion
  • Philosophy (U)
  • Poetry Composition
  • Pole Vault (J)
  • Pottery Making
  • Public Speaking
  • Pyrotechnics
  • Reading/Writing (U)
  • Read Emotion (Y)
  • Repair
  • Riding
  • Rope Use
  • Sailing
  • Search
  • Shouting — shout loudly and prolongedly without tiring vocal chords.
  • Singing (Y)
  • Smell Creature (Y) — smell what creatures are around and have passed by.
  • Sports
  • Stonemasonry
  • Storytelling
  • Strategy Games
  • Swimming (J)
  • Symbolic Lore (N,C)
  • Tailoring
  • Technology Use (U)
  • Theology (U)
  • Tightrope Walking (J)
  • Tracking
  • Trivia
  • Ventriloquism
  • Weather Sense (Y)
  • Weaving
  • Wilderness Survival (N,T,Y)
  • Withdrawing/Meditation (S)
  • Woodlore (Y)
  • Wrestling (J,T)

Here is a list of some attributes, to think about how strong or weak a character might be:

  • Ability to Learn
  • Agility
  • Charisma
  • Constitution
  • Dexterity
  • Intelligence
  • Knowledge
  • Memory
  • Perception
  • Speed
  • Strength
  • Wisdom

Possible virtues to think about how a character embodies goodness:

  • Balance
  • Chastity
  • Compassion
  • Contrainte
  • Courage
  • Faith
  • Faithfulness
  • Forgiveness
  • Generosity
  • Gentleness
  • Honesty
  • Honor
  • Hope
  • Humility
  • Joy
  • Justice
  • Kindness
  • Mercy
  • Moderation
  • Love
  • Obedience
  • Patience
  • Peace
  • Penitence
  • Purity
  • Self-Control
  • Simplicity
  • Submission
  • Wisdom

Read more of The Minstrel's Song on Amazon!

Theology of Play

Own C.J.S. Hayward's complete works in paper!

Most of Christianity that I've come into contact with has a well developed theology of work; sometimes called the Protestant Work Ethic, it is summarized in the verse, "Whatever you do, do it heartily, as if unto the Lord." (Col. 3:23). A mature Christian is characterized by hard work, and I do not wish to detract from that, but there is a counterpart to theology of work: theology of play.

It would probably be easier to defend a point of doctrine involving great self sacrifice - that a Christian should be so loyal to Christ that the prospect of being tortured and killed for this devotion is regarded as an honor, that a Christian should be willing to serve in boring and humiliating ways, that a Christian should resist temptation that takes the form of an apparent opportunity for great pleasure - but I will still state and explain this point: a Christian should be joyful, and furthermore that this joy should express itself in play and celebration.

When Paul describes the fruit of the Spirit, the first word he uses is love. Love will certainly apply itself by hard work. He goes on to describe it as patience, faithfulness, self-control. Patience, faithfulness, and self-control all have important application to hard work. But the second word is joy. If the fruit of the Spirit will yield hard work, it will also yield expressions of joy.

C.S. Lewis said that the greatest thing that the Psalms did for him was express the joy that made David dance. Doctrinal development is one of the reasons that God gave us the Bible, but it is not the sole reason. I would not by any means suggest that omitting Paul's epistles would improve the Bible, but there is a lot of the Bible that I read for the sheer joy and beauty as much as anything else. Psalm 148, one of my favorite, beautifully embellishes the word, "Halleluyah!" That alone is reason sufficient to merit its placement in the Bible. When the Psalms tell us that we should sing unto Yahweh, it is not telling us of a dreadful and terrible duty that we must endure because God says so. By contrast, it is encouraging an expression of joy. I try to show myself to the world primarily as a person of love, but I have also had a strong witness among the unbelievers as a person of joy; one of the stereotypes of a Christian that I have been glad to shatter is that of a repressed and repressive person. The stereotype says that a person who tries to live by the Bible's moral standards will have a somber life devoid of joy; I thus try to let the deep and inner joy "I've got a river of life flowing out of me..." that the Holy Spirit has placed in my heart show itself to them. Satan likes to take and twist pleasure into enticement for his evils; that does not make pleasure an evil thing. Yahweh made pleasure - the idea that Satan could imagine such a thing on his own is risible (for Satan cannot create; he can only mock) - and pleasure is intended for Christians to partake.

Celebration is something that can certainly come from things going well, but it is not a grave evil that is justified only by exceptional cause; it is a way of life. Some of celebration, some expressions of joy and thanksgiving, are in response to an event we are pleased at and thankful for, and rightly so, but celebration is not something to be reserved for rare occasions. I may be celebrating an event, but Christ is reason well sufficient for celebration; consequently, it is appropriate to celebrate, even when you can't point to an exceptional event. There is a time to mourn, but a Christian does not need extenuating circumstances as reason to celebrate.

I am not going to attempt to provide an exhaustive list of expressions of joy, and most definitely do not wish to provide commands which must be successively fulfilled to the letter and verified in triplicate, but I think that a few suggested variants of "stop and smell the roses" are in order:

Call a friend you haven't talked to in a while.

Read a children's book.

When it's warm, take off your shoes, close your eyes, and feel the grass under your feet.

Stop and remember five things you are glad for; thank God for them.

Drink a mug of hot cocoa. Slowly.

Go go a local art museum.

Hug a friend.

Climb a tree.

Close your eyes and imagine yourself somewhere else.

Sneak up behind a friend who is ticklish...

In addition to these that I've pulled off the top of my head, I'd like to look at three recurring, decidedly Biblical expressions of joy, and how many Christians have reacted to them.

  • Singing. The Christian understanding of music is summed up in the words, "Make a joyful noise unto Yahweh." While it can also be solemn, music was created as a beautiful expression of joy. When Paul encourages the believers to sing to one another, he is not really appealing to a sense of duty, but rather encouraging a celebratory and joyful pleasure in this good gift of God. The jail warden was astounded to find that Paul was happily singing when he was imprisoned; this joy expressed itself in so powerful of a manner that it opened the warden's ears so that he, too, would gain this welling up of life, flowing into joy. Most Christians sing (even if some of the music has room for improvement); this is good. believe that Yahweh is pleased when he listens. This is Biblical.
  • Dance. One of the expressions of celebration recorded in the Bible, as well as song, is dance.In Exodus, after Israel passed through the red sea and Egypt didn't, Moses's song is followed after a couple of verses with the words, "Then the prophet Miriam, Aaron's sister, took a tambourine in her hand; and all the women went out after with tambourines and with dancing." In Samuel, it is asked, "Is this not David the king of the land? Did they not sing to one another of him in dances, 'Saul has killed his thousands, and David his ten thousands?'", and recorded, "David danced before Yahweh with all his might." The psalms jubilantly sing, "Let them praise his name with dancing, making melody to him with tambourine and lyre." and "Praise him with tambourine and dance; praise him with strings and pipe!" In Ecclesiastes, dancing is identified with joy: "...a time to weep, and a time to laugh; a time to mourn, and a time to dance..." Jeremiah issues words of comfort, saying, "Again I will build you, and you shall be built, O virgin Israel! Again you shall take your tambourines, and go forth in the dance of merrymakers." In Lamentation he also identifies dancing with joy, saying, "The joy of our hearts has ceased; our dancing has been turned to mourning."

    It is not without reason that dance is a part of the worship services of Messianic Jews. It is not without reason that a song that has come to us from Africa states, "If the Spirit of the Lord moves in my soul, like David the victor I dance." The shaker hymn very beautifully states, "Dance, then, wherever you may be, for I am the Lord of the Dance, said he." Throughout, the hymn describes the walk of faith as a dance. Dancing is a good thing, an act of joy, that has been given to us by Yahweh himself for our good.

    There are a few forms of dance that are essentially sex with clothes in the way, and should be avoided outside of a marital context. Because of the existence of these dances, some Christians have attacked dance as demonic; "Dance before Yahweh" necessitates an interpretation of "Dance alone before Yahweh."

    This is silly. Celebration is meant to be enjoyed in community; its nature is not a selfish "I like this and I'm going to keep it all to myself," but a generous, "This is so good that I have to share it with you as well." This is the mark of a child fully enjoying a lollipop. When holidays and other times of celebration come, people want to be with friends and family, and it would be only a slight exaggeration to say that this is the whole reason that believers come together for worship services.

    Dance, also, should be enjoyed in community.

  • Proper use of wine.In Judges, the vine refuses an offer to be the king over all trees, saying, "Shall I stop producing my wine that cheers gods and mortals, and go to sway over the trees?" The Psalms likewise describe material blessings by saying, "You cause grass to grow for the cattle, and plants for people to use, to bring forth food from the earth, and wine to gladden the human heart, oil to make the face shine, and bread to strengthen the human heart.", and Ecclesiastes, "Feasts are made for laughter; wine gladdens life..." The Song of Songs, in its description of the erotic, says, "Let him kiss me with the kisses of his mouth! For your love is better than wine... How sweet is your love, my sister, my bride! how much better is your love than wine...", comparisons that would mean little if wine were not understood to be a good thing. Isaiah accuses Israel of apostasy in the words, "Your silver has become dross, your wine is mixed with water." He Israel to a vineyard created so its master may enjoy its wine; elsewhere appear the words, "On this mountain Yahweh Sabaoth will make for all peoples a feast of rich food, a feast of well-aged wines, of rich food filled with marrow, of well-aged wines strained clear." Jeremiah contains Psalmlike words of celebration: "They shall come and sing aloud on the height of Zion, and they shall be radiant over the goodness of Yahweh, over the grain, the wine, and the oil, and over the young of the flock and the herd; their life shall become like a watered garden, and they shall never languish again." Hosea, in sadness at apostasy, makes it clear that wine is a gift from above: "She did not know that it was I who gave her the grain, the wine, and the oil, and who lavished upon her silver and gold that they used for Baal."

    Going from the Old Testament to the New, it is seen that Jesus was accused of being a drunkard; for his first miracle, he turned water to wine, thus permitting a celebration to continue.

    Now, it should be mentioned that alcohol is something that merits an appropriate respect and caution; consumed in excess, it is a deadly poison. It has been said that we should thank God for beer and burgundy by not drinking too much of them. Our culture has largely cast aside the virtue of moderation and the belief that a sin could be sin because it takes a good thing to excess (gluttony is not mentioned as a sin very often, and a great many people would be healthier to lose some weight). Not everybody thought this way. The ancient Greeks accorded moderation a place as one of the four cardinal virtues, and Paul named temperance and self-control as the final of the virtues listed as the fruit of the Spirit. Liquor, like most good things, should be consumed in a temperate, controlled, and balanced manner. And, like most good things, it becomes a bane if it is taken out of proper context. It was not without reason that Solomon wrote that wine is a mocker and beer a brawler. This country has age related laws pertaining to alcohol, and they should not be violated Granted that those laws be obeyed, it would be wise to consider to the advice to Jesus ben Sirach, who in his writing said, "Do not try to prove your strength by wine drinking, for wine has destroyed many. As the furnace tests the work of the smith, so wine tests hearts when the insolent quarrel. Wine is very life to human beings if taken in moderation. What is life to one who is without wine? It has been created to make people happy. Wine drunk at the proper time and in moderation is rejoicing of heart and gladness of soul." Elsewhere comparing wine to music, he regards wine as a good part of celebration.

There are many things that should be made manifest in the life of Christians; community, freedom, and celebration are important. Paul writes in Galatians, "For freedom Christ has set us free. Stand firm, therefore, and do not submit again to a yoke of slavery.", in Colossians, "Therefore do not let anyone condemn you in matters of food and drink.... If with Christ you died to the elemental spirits of the universe, why do you live as if you still belonged to the world? Why do you submit to regulations, 'Do not handle, Do not taste, Do not touch'?", and in I Timothy, "Now the Spirit expressly says that in later times some will renounce the faith by paying attention to the teachings of demons, through the hypocrisy of liars whose consciences are seared with a hot iron. They forbid marriage and demand abstinence from foods, which God created to be received with thanksgiving by those who believe and know the truth. For everything created by God is good, and nothing is to be rejected, provided it is received with thanksgiving; for it is sanctified by God's word and by prayer."

So let us enjoy the gifts that God has bestowed.

(scripture quotations generally NRSV)

A Voyage in Espiriticthus

Cover for The Minstrel's Song

I was running a play by e-mail adventure in the world Espiriticthus. Basic documents for The Minstrel's Song (the game) are on its page. The campaign is closed.

Character descriptions:

The characters are Caroline, Hood, Jeff, Xingu, and Zakhs online.


Name: Caroline Leof'degn
Race: Nor'krin
Age: 24
Gender: Female

Physical Appearance:

Caroline is 5'10" and 160 pounds. A little tall even for one of the 'northern giants'. Her sun bleached blond hair is kept in a neat and tidy braid down her back, reaching down to the small of her back. Her clothing tends to be practical and designed to hold up in all kinds of weather. Her eyes are blue and in times of deep emotion yellow flecks seem to rise and burst upon the surface. She travels very light with a backpack of various healing tools and herbs, a bow, and a long sword. Her iron cross given at becoming an adult at first appears very plain and only with close inspection do the tiny designs show.

Personality:

Started out her life, very concerned with the law and facts. Things of practical use. Used to consider thing that were not of obvious practical use as wasteful. She was all the more shocked when at 16 her challenge for becoming an adult turned out to be learning to sing. She left to go live with the Yedidia people, since logically they would be the best ones to show someone how to sing. It was not that simple. Yedidia sing because they enjoy life, and to show Caroline how they sing, she needed to learn about enjoying life. Not enjoying a particular activity or helping someone, but life and living itself. By the time Caroline left, five years had pasted and Caroline was starting down the path to understanding and enjoying life. She had finally learned how to sing.

Profession/talents/skills:

Healing is her first vocation. The taking care of wounded and sick. She is fairly skilled and tended of the physical wounds, and is slowly learning to identify those hurt in other ways. Protecting and taking care of other physical needs is the use she puts her weapons skill too. Singing.... singing she does for joy of life, in answer to the beauty of a sunrise or rose.

Miscellaneous:

Caroline has an true enjoyment of herbal teas. While she still enjoys crisp cold water that her race normally favours, during her five years with the Yedidia one of the pleasures of the senses she learned to enjoy was tea. She has tea either hot or chilled, enjoying not only the taste but the smell as well. She remembers her time spend learning with the Yedidia with every cup.

A quote:

"Sometimes we become so consumed with what we believe we should be rushing to do, we forget to listen in silence to the voice of God."


Name: Hood Natheel
Race: Tuz
Age: 25
Gender: Male

Occupation:

Blacksmith

Appearance:

Hood is a shorth stocky fellow. He is bald but do have a large jetblack beard. He usally wears a pair of short grey trousers and buff coloured sleeveless leather vest with a sort of flap hanging down on the knees( it a kind of blacksmith protection wear that is quite common among the Tuz, also known a "Tuulth")

Personality:

Hood Natheel got a personality similar to the iron he usally work with. He is strong willed, cold in the face of danger and if someone heats up his heart it will melt and the somewhat cold front will disappear and show the true Hood. Usally his temper is very balanced, but on occasions he will emotional outburst( either of joy or if he is really displeased with something)

Hood is a curious fellow always eager to seek answer to the questions he is confronted with. An ability that might put him in jeopardy sometimes. Usally he sort these things out.

He is also looking for solutions to his community, so his curiosity is not at all self centered. If a problem occur among the his friends neighbors or someone else he usally seek out to find an answer to the question at hand.

He is perhaps not the most intelligent being in the creation, but since he is a patient man he usally ends up with the answers in the long run.

The solutions that Hood comes up with are usally based on simplicity and he often hard to understand more complex reason. Therefor he might feel a bit uneasy with the company of scholar and highly educated men an women. As usual he tries to compensate this weakness with the usual patience. Cooperation comes before confrontaion so Hood would probably not start a confrontaion with people who does not share he way thinking.

Hood usally speaks in a laconic way. He seldom expresses more than absolutely needed. That makes him a rather bad preacher and he is not the type of person that tries to impose his ideas on others.

A typical Hood quote:

"Eeh..Wait...I think I got it!!..eeh.or perhaps not"

Background:

Hood is born in a small Tuz village called Haahem. He has very seldom left it when he entered the game. On occasions he has visited other villages. He is the eldest son of a Tuz blacksmith named Holth Natheel. Just like his father(and numerous generations before him) Hood is a blacksmith. The silent steady nature of the Natheel family has given them a good reputation in the home village and the surrounding area. For the moment the Natheel family consist of 15 persons, grandpa Oothol Natheel, Holtlh and his wife Holthina and their 12 children( among them you can find Hood).

Inventory:

  • sledge( used as a protection weapon)
  • knife
  • tinderbox
  • rope 50'
  • lantern
  • leather protection

Name: Chimera Antonio Pbrush Petra Mistrelli Charleston Jeffery Mirrorman
Race: Urvanovestilli
Age: 35
Gender: Male

Physical appearance:

Chimera is 5'3" and weighs 101 pounds. He has clear white skin and long jet-black hair pulled back in a ponytail. When he is out in the sun, he will have a wicker hat on with a long brim that hides his face, and wears a pair of dark sunglasses. He wears all white satin clothes and carries his tools in a backpack along with several blankets that he uses when there is no place to lodge. He walks with a long metal walking stick that is wrapped with a leather strap. His shoes are made of a cotton black clothe with very thick leather souls. He has emerald green eyes and claw scar across his left forearm.

Personality:

Chimera is very quiet, but a very hard worker. When he does talk, it is with a very soft and tender voice. His love for God can be seen deep within his eyes and in the fact that he spends much time in prayer and study each day. Once you get to know Jeff, he is very friendly and very willing to offer his hand to assist others.

Profession/talents/skills:

Like his father, Jeff will one day take over the maintenance and construction of the labyrinth of the city Mistrelli. He has been brought up on the studies of Ceremonies, Clockwork Device Craftsmanship, Heraldry, History, Literature, Mathematics, Philosophy, Reading/Writing, Technology Use, and Theology. Jeff is also Proficient at Illusionism, and Moderately Skilled at Opening Locks and is more than just a Dabbler when it comes to Jury-Rigging.

Background:

My name is, Chimera Antonio Pbrush Petra Mistrelli Charleston Jeffery Mirrorman. My friends call me Jeff. I am an Urvanovestilli from the city of Mistrelli. Christ is the center of my life, for I try to live as He would have by giving all that I have and all that I am to helping others. The world is a great place, with many mysteries and wonders. I am but a young adult at the age of 35. I have been on many journeys to see the world and to meet the other cultures that God has created. In this part of my life, I am still filled with the wanderlust that is engraved upon my soul, but I find greater fulfillment when I can help others as I see the world. My family has been apart of the creation of Mistrelli, therefore, I have grown up creating many unusual devices for traps and secret passages. Some of the devices that I have personally developed were the search light for wandering around in the tunnels, and a mirroring device that allows one's image to be projected at a distance, but my most fun device was a box with a button on it, that when pressed, entangles the holder of the box with strong wires that could not be broken, not even by a Nor'krin. Since I have been on many journeys, I have also been able to help others with minor problems such as water irrigation and food storage. Some of the virtues that I embody would be Contrainte, Faith, Forgiveness, Generosity, Gentleness, Honesty, Honor, Humility, Joy, Love, Patience, Peace, Self-Control, and Wisdom.

I search for Honesty in other people. I have only a few relationships with others, but the are very deep. I think that quality counts much more that quantity. In my spare time, I love to think about the mysteries of God and the universe. How He has created such a symphony of life with as much diversity.

I am my father's first born, and will return one day to become his assistant, and eventually, take over for him. Even though I might look helpless, I would have to disagree. In my travels, I have been able to study and master the Martial Art form Akido, which is a very soft a non aggressive form. Although non aggressive, it is very useful when being attacked. The attacker when only get hurt accordingly to how much force he put into the attack.

I enjoy life very much. One of my favorite games is Imperial Kingdoms, a more complex version of Chess. My other hobby is creating a machine that will allow me to fly. My favorite story is about Eistinia, one of the great inventors from my town. He created a balloon that could carry a basket into the sky with several people. After his first attempt, he landed in a far away place, because he forgot to setup a way to go down. Anyway, he came across a small village that knows nothing of God and was able to share the God news with them. How exciting. I too, want to be able to help others, both physically and spiritually. I like to present others with my gifts of service, to help them in their needs.

I cherish the memory of my great grand father, because it was he how taught me that God and Science are the same, for we would not have Knowledge if it were not God's will. I have grown much since that time, and I have helped many people because of that. But one thing has not changed, I have always wanted to know why I believe what I believe, and never just accept anything as that was how it has always been.

There is a girl back home that has also left following her wanderlust, her name is Tia Carolina Pamelita. It would be my desire to win her heart and to ask her to marry me. But before I do, I must find out who I am.

I am a typical Urvanovestilli standing at 5'3" and weighing in at 101 pounds. I might seem very quiet, but I am really very bright and well cultured. I have studied Ceremonies, Clockwork Device Craftsmanship, Heraldry, History, Literature, Mathematics, Philosophy, Reading/Writing , Technology Use, and Theology. But I have also studied Anatomy, Biology, Chemistry, Cooking, Herbalism, Illusionism, Improvisation, Jury-Rigging, Languages, Massage, Mediation, Medicine, Musical Composition, Piano, Open Locks, Poetry Composition, Pyrotechnics, Strategy Games, and Trivia.

Ability to Learn - Good
Agility - Fair
Charisma - Fair
Constitution - Fair
Dexterity - Fair
Intelligence - Good
Knowledge - Good
Memory - Good
Perception - Good
Speed - Poor
Strength - Poor
Wisdom - Good

A Quote:

"To study what God has created and how it works is to understand who God is just a little bit more"


Name: Xingu
Race: Shal
Gender: Male
Age: 232
Weight: 135 lbs
Height: 5'5"

Xingu is, for a Shal, of medium height and weight, with soft, penetrating blue eyes. If one wished to know his age, one would be confused by the contrast of his frame - that of middle age, with well-defined muscles in his upper forearms - and his skin whose aging has been accelerated by the salt breeze of the sea; yet Xingu possesses an air of timelessness that makes even thinking of age superficial. He wears a dark green cloak and carries a walking stick of gnarled wood.

Xingu doesn't have as much a personality as he has a presence. One can be with him, and not a word need be spoken before his presence - a feeling of warmth, compassion, love, serenity, peace, and timelessness - is felt.

Xingu lives in the Shal port village of Vis. There he was a sailor and fisherman. Like all Shal, he lives his life in serene mysticism, possessing a timeless wisdom - not exactly logic, not exactly intelligence, but a wisdom much like the Tao masters. As per his trade, he is skilled at fishing, sailing, rope handling, and navigation, the latter based more on intuition than calculation.

Like most sailors, Xingu is passable at some musical instruments, singing, and sea lore. Traditional Shal music is less outwardly joyous; it is more peaceful, serene, and inspiring of meditation.

The Shal sail largely by intuition, by becoming at peace with the ocean. While one certainly should not sail with a Shal if speed is the end goal, there's no person better to be with should the seas get rough. Many a Shal has been known to survive storms which should have cracked a boat to bits, by holding the helm in one calloused hand, the main sheet cutting into the flesh of the other hand, muscles straining to keep the ship under control, and yet maintaining a look of utmost peace and tranquility, a lack of fear, and a faith strong enough to move mountains. The Shal sail, and weather storms, simply by staying in harmony with the sea and remaining at peace. Xingu is certainly no exception.

Xingu will always welcome a stranger into his house, or sail a foreigner to any destination. Long days and nights on a ship with guests, repeated for nearly two centuries, combined with seemingly infinite patience have made Xingu quite well-versed in the languages, customs and ways of the other cultures, and he has come to appreciate the different races greatly.

One day when withdrawing from his community and the rest of the world, Xingu felt a calling to leave his boat and travel away from Vis, which he had never before left by land. It was then that he happened upon the city of Mistrelli.

Xingu carries just enough possessions to survive - a hunting knife, a tinder box and flints, and a canteen of water. At his home in Vis is moored his simple 16 foot yawl-rigged boat with tan bark sails, his ropes and net.

Quote:

"I feel, I sense, and I live. I am, and He is, hence I know."


Name: Xingu
Race: Shal
Gender: Male
Age: 232
Weight: 135 lbs
Height: 5'5"

Xingu is, for a Shal, of medium height and weight, with soft, penetrating blue eyes. If one wished to know his age, one would be confused by the contrast of his frame - that of middle age, with well-defined muscles in his upper forearms - and his skin whose aging has been accelerated by the salt breeze of the sea; yet Xingu possesses an air of timelessness that makes even thinking of age superficial. He wears a dark green cloak and carries a walking stick of gnarled wood.

Xingu doesn't have as much a personality as he has a presence. One can be with him, and not a word need be spoken before his presence - a feeling of warmth, compassion, love, serenity, peace, and timelessness - is felt.

Xingu lives in the Shal port village of Vis. There he was a sailor and fisherman. Like all Shal, he lives his life in serene mysticism, possessing a timeless wisdom - not exactly logic, not exactly intelligence, but a wisdom much like the Tao masters. As per his trade, he is skilled at fishing, sailing, rope handling, and navigation, the latter based more on intuition than calculation.

Like most sailors, Xingu is passable at some musical instruments, singing, and sea lore. Traditional Shal music is less outwardly joyous; it is more peaceful, serene, and inspiring of meditation.

The Shal sail largely by intuition, by becoming at peace with the ocean. While one certainly should not sail with a Shal if speed is the end goal, there's no person better to be with should the seas get rough. Many a Shal has been known to survive storms which should have cracked a boat to bits, by holding the helm in one calloused hand, the main sheet cutting into the flesh of the other hand, muscles straining to keep the ship under control, and yet maintaining a look of utmost peace and tranquility, a lack of fear, and a faith strong enough to move mountains. The Shal sail, and weather storms, simply by staying in harmony with the sea and remaining at peace. Xingu is certainly no exception.

Xingu will always welcome a stranger into his house, or sail a foreigner to any destination. Long days and nights on a ship with guests, repeated for nearly two centuries, combined with seemingly infinite patience have made Xingu quite well-versed in the languages, customs and ways of the other cultures, and he has come to appreciate the different races greatly.

One day when withdrawing from his community and the rest of the world, Xingu felt a calling to leave his boat and travel away from Vis, which he had never before left by land. It was then that he happened upon the city of Mistrelli.

Xingu carries just enough possessions to survive - a hunting knife, a tinder box and flints, and a canteen of water. At his home in Vis is moored his simple 16 foot yawl-rigged boat with tan bark sails, his ropes and net.

Quote:

"I feel, I sense, and I live. I am, and He is, hence I know."


Name: Zakhs
Race: Tuz
Age: 28
Gender: Male

Physical appearance:

Zachs is of medium height and stocky build. His broad grin (his usual expression) is nestled in his thick black beard, and his eyes have a humorous twinkle. When he laughs, it is long and loud. He carries a stour walking stick made of a dark-colored wood, and his clothes are well-worn and comfortable looking.

Personality:

He is not naive, for he has seen much of the world, but he is a basically trusting person. He gives people the benefit of the doubt until they prove him wrong. He greets everyone he meets as a friend until proven otherwise, and he is a hearty and enjoyable person. His special gift is the ability to help others, and he takes great joy in this. When he comes across someone working in his travels, he pitches in and helps them finish a job. In this way he can raise goodwill as well as food and a place to sleep for the night.

Profession/talents/skills:

He is a wanderer and a pilgrim, seeking through the world in order to broaden his experience. He has the standard skills of a Tuz; Heat Tolerance, Hunting, Wilderness Survival, and Wrestling. He is also skilled in Animal Lore, Brewing, and Endurance. He is good with his hands and likes to Build and Carve.

A quote:

"Greetings, Friend! Care for some help with that?"


Mistrelli lies in the heart of the Fog Valley; a shroud of mist cloaks the ground, out of which rise trees and tall buildings with spires and towers. Inside the buildings are all manner of tunnels of tunnels, secret passages, and trapdoors; there are clockwork devices in each one. Throughout the city are spread a handful of entrances to a vast underground labyrinth, of which the better part is unknown; there are all manner of doors and puzzles inside.

The city is full of rose bushes, climbing up the sides of the buildings, over and around gates; most are yellow, but there are some of every color.

The people take a long time to get to know, and their personalities always have hidden gems. Their study of theology emphasizes mystery and the incomprehensible nature of God; Connaissance, a theologian from Mistrelli, began and ended his magnum opus with the words, "I do not know."

Inside this city, which you have all come to for your various reasons, you are each hailed by a young Janra. He is wirily built, with deep, twinkling blue eyes and a shimmering midnight blue robe. He greets you according to your people's way and tells you in your native tongue, "Greetings. My name is Nimbus. I would like to request the honor of your presence tomorrow, in the third hour of the afternoon, at a meeting in the public square."

Nimbus is apparently an adventurer of some renown. He is said to have gone on many quests, although exactly what is not clearly known; no two stories are alike. He is also said to have a massive vehicle known as the Juggernaut, Nimbus's Roving Citadel, etc.

The following day, in the public square, Nimbus divides those assembled into teams, and announces, "I have hidden three eggs, one gold and two silver, in the labyrinth. A team which returns with a silver egg I will give forty gold sovereigns and a tour of my fortress. The team which returns with the golden egg will receive a hundred gold sovereigns, and I will take them in the citadel anywhere within a month's journey they wish to go."


Hood belched a loud belch, and chuckled. He had had little difficulty finding something to do — it seemed that people everywhere had heavy things to carry around — but the dainty little portions he had been served were a surprise. Very cute, the strips of meat arranged across layers of cheese and a flaky bread, but not terribly filling. No wonder all the Urvanovestilli were thin as a beanpole, he mused. He tried to eat with the silver instruments he was given, but the strips of meat kept falling off of the pointy thing. At least the tiny knife was sharp — it cut with a refreshing lightness as compared to the much larger knives he was accustomed to, which assumed that you had a bit of strength.

The chef must have seen him staring in disbelief at the food; he turned the faintest shade red, quickly walked back in the kitchen, and came back holding a pot, by wooden pads, and followed by a little girl holding a miniature bowl and spoon. "I'm sorry; I am used to serving for Urvanovestilli, and forgot for a moment that you were a Tuz," he said through a thick accent. It took Hood a little while to grasp the long sentences, but when he understood them, he smiled. In Urvanovestilli, he tried to say, "Thank you," and took the pot, guzzling the soup from it. The warmth of the steel pot was comforting to his calloused hands, and the steaming soup filled his stomach with a pleasant heat. There was a somewhat awkward moment of silence — the cook staring in disbelief that anybody could touch the pot with bare hands, let alone drink from it, Hood realizing that they had actually intended him to eat the soup with the tiny bowl and spoon. Finally, Hood set the pot down, smiling and again saying, "Thank you," and the cook picked it up, and said, "I hope you liked it."

The soup had had a taste Hood had never tasted before — subtly spiced, with a gentleness to its meaty flavor and salt — and Hood leaned back and belched to express his gratitude. There was a moment of silence, as people turned to him, and the little girl giggled; Hood remembered that the Urvanovestilli had a rather odd attitude about belching. A young man said something rather loudly in Urvanovestilli, and then fluent Tuz: "Aah, yes, I have heard of how the Tuz express their appreciation for a good meal by a good, hearty belch. It sounds like our hard working friend here is quite pleased with the fare!" The cook looked as if he understood, and then tipped his head, walking away with the pot, bowl, and spoon.

Now that the situation had ended, it was far easier to see its humor. Having spent a few days in the forest, hunting his food, Hood had been out of Urvanovestilli culture, and lived much as if he were in a Tuz forest — though even then, he missed some of the tough and rowdy monsters to be found. Have a little patience, he thought, and you'll adjust to a culture, learn to do things their way, while still remaining you — little moments like the one about the meal brought a bit of spice and amusement.

Hood had left his home village Haheem for the first time in his life. The reason was simple. 12 kids could not inhherite a single blacksmith workshop. The Tuz living around Haheem has not devloped the idea that the eldest son is the obvious heir to his fathers possesions. Ther were actually no clear rules at all regarding this matter. After a short dicussion Hood suggested that they all should solve the matter i one big wrestling match - Hood did not winn, so ther was nothing more to do for Hood than to leave his vilage and to seek his fortune somewhere else. Maybe he could start a new workshop in a nearby village one day.

Now you're a somewhat young Tuz blacksmith and you need to get a job, what do you do? Well maybe seek employment in some of the Urvanovestilli cities. The strange inhabitants in these cities sometimes have a need for Tuz artisans. Hood had heard stories about the marvelous city of Mistrelli. A city packed with weird mazes, buildings and other strange thins.....maybe the Misterellians needed help with some new constructions.

A couple of weeks later Hood has just entred the the city of Misterelli. He has been drifting around a while studying the sites and landmark of the city when he sees a young Janra. Hood thought for himself.....

"Ahh..a Janra!.... well as we say in Haheem..where there is a Janra there is something going on...."

So now he was at the square, eagerly waiting for things to begin.

There were a few people who stopped to talk with him along the way; the most interesting was an old woman, wearing a black robe with a loose cowl and golden threads woven into its edges, who spoke entirely in questions. She didn't speak any Tuz, but she spoke slowly, loudly, and with simple words, and repeated her questions a few times. It was very difficult to see the person behind those questions, but Hood thought that there was something there, if only he could give it enough time. There was just enough there, for Hood to know for sure that something was eluding him... As Nimbus climbed a tree and cleared his throat to speak, she handed him a piece of paper, and said, "Here's my address; do come by."

The first thing that the young Janra said was, "Brothers and sisters, there are people of many languages here. Please have patience as I explain things in everyone's tongue, and please remain here until I have divided people into groups." He said this, of course, in several languages, but it was not too long before those gathered heard in their own native tongue: that he had hidden three eggs, two silver and one gold, that a team returning with a silver egg would gain forty gold sovereigns and a tour of his Juggernaut, and the team returning with the golden egg would win not only one hundred gold sovereigns, but a trip inside the Juggernaut to anywhere within a month's journey.

It seemed but a moment before Hood was brought together with a team, and then people began to quickly scatter into nooks and crannies. The others assembled and brought into the team were:

Zakhs, another Tuz, a stocky fellow with a broad grin, twinkling eyes, and a thick black beard. His clothing was well-worn, and he carried a thick, dark walking stick.

Xingu, a young Shal with a very peaceful gaze.

Caroline, a young Nor'krin bearing a sharp sword, a bow, and a box, with braided hair running down her back. She bears with her a slight fragrance of roses; when asked, she explained that she was savoring the roses at the rose garden, and held out her hands; her fingertips were a shade of dark pink, the color of the roses having rubbed off on them.

Hood pulled out his lantern and tinderbox, and with nimble fingers, quickly struck the wick afire. "Shall we go a lookin'?"

The square was already still, the people having departed; only Nimbus remained, perched in the tree, and a few people passing here and there.

As the group began to walk about, Hood's sharp eyes looked in a public square and spotted a statue with a large pedestal, with a rectangular block on one side slightly recessed. He kneeled down, and felt around the edges. The block gave a little when he pressed on it, but beyond a short distance seemed to catch on something. It moved more at the bottom, where it moved back, than the top, where it scarcely moved at all. "This seems to give, but I can't tell how to trigger it." The statue was a statue of a thin, despairing man, clothed in rags, with hands stretched up towards Heaven.

Zakhs looked around and said, "There's an inscription on the other side. Can anybody read it?"

Hood walked around. The script was long, flowing, and carved in the stone, overlaid with gold leaf. "Pretty letters." He paused for a moment, and then read, "I am [pause] tall. Who will [pause] me receive something for [pause] to drink?" He paused for a second and said, "Understanding these people talking is hard; reading them... I am tall. Who will receive me something to drink? I have at least one word wrong."

Zakhs said, "Pronounce the 'tall' word."

Hood pronounced it, and Zakhs said it a few times to himself, then changed one sound, and laughed. "I am thirsty. Who will give me something to drink?"

Zakhs looked around, and saw a fountain. He cupped his hands, taking water, and stepped up onto the pedestal (with a little help from Hood), opening his hands over the statue's mouth. There was a gurgling sound for a moment, then a click, and a sound of clockwork gears turning. The stone rectangle turned inward and upward, on hinges, revealing a shaft with an iron ladder descending into the darkness.

Xingu opened a hand, and then said, "Shall we?"

Hood hefted his massive sledge hammer, and then said, "I think I'd best go down first, in case there are any nasty critters in there." Xingu paused in thought a moment, considering questioning that — but, given the determination in Hood's words, decided not to. He loosened the girdle of his leather protector somewhat, slid in the sledge, took the lantern in hand, and began descending the iron rungs.

At the bottom of the pit was a short passageway, ending in an abrupt stone wall. It was dusty, with recent tracks that led under the stone wall — and there disappeared. As the other people came down, they began to inspect the wall and the surrounding areas for some indication as to how one would open the doorway.

After a time, Xingu began to say, "'Tis said that people often pay too much attention to time and the order of things in time. I wonder..." He began to climb the ladder.

"Where are you going?", Caroline asked.

"Wait a moment. I'm checking to see something." He disappeared into the shaft, ascending noiselessly.

There was soon a sound of shifting stone, of gears turning and chains moving, and the stone door glided into the walls of the passageway.

Xingu calmly said, "Shall we go on?"

The passageway came to a T-shaped junction; the tracks went off one way. There was general concurrence to go the other way. As they walked through the long and twisty passageway, Hood's heavy step brought not only the ring of his iron boot, but a slightly different thud than usual. "That stone," said Zakhs, "is different from the others." He knelt down, felt around a little, and then struck one of the stones with his staff. There was a faint echo, a hollow sound. "What are y—", began Caroline, as Hood's heavy hammer came down and slammed into the floor. There was a loud ringing sound, and the stone had several cracks.

Hood began to pull out pieces of stone, then reached into what was a hole, and pulled out a small, shiny steel box. "This shouldn't be too hard to open," he said, setting it on its side.

Caroline quickly snatched the box, looked him in the eyes, and said, "No." in clearly enunciated Tuz.

"But it'll be faster than —," Hood began.

"No."

"But why not?"

"Maybe fragile. Break. Shatter."

"I don't think —"

"No."

Hood looked her in the eyes, to stare her down, and saw a will equal to his own. Zakhs put his hand on Hood's shoulder and said, "Brother, it's probably safe to open, but there's just a slight chance that it has something fragile, that is not broken. Why don't we be safe and wait a little while before opening it, just in case?" With that, Hood relaxed.

They went on; the passageway came to a seven way intersection.

The first path led to a circular room with a small, shallow pool in it. The water in the pool was murky, and had a stagnant smell to it.

The second path was long and twisty, but only came to a dead end.

The third path led to a dead end, but coming back, they found a secret door to a long, rectangular room with bas-relief sculpture on the walls.

The fourth lead to a winding circular staircase, heading upwards. As they ascended, they began to hear music. It came to a narrow doorway; opening it, they saw the relatively bright light of dusk, a crimson sunset slowly ebbing away. As they adjusted to the light, the music stopped; Nimbus, holding a lute, came walking up. They were at a hidden door, opening outwards, in the corner of a building in the public square.

"Greetings. How was your time in the dungeon?" He listened with interest, and then said, "I'm sorry to say that all three eggs have been located. But let me look at that box. I think I can open it, if nothing else."

Nimbus pulled out some metal tools, and in a short time the lid came open.

Inside were several things. There was a tiny porcelain figurine of a deer, a silver bracelet, a rock with some paint on it, a small crystal phial on a necklace, and lastly, a small, curved fragment of parchment with what appeared to be part of a bard's song:

To Rozimald's chambers the keys are three,
They all upon the triangle mountains be.A blue sapphire key beneath a great blue sapphire set,
A black onyx key, by black onyx is met.
An emerald key among hanging emeralds does rest.

Nimbus muttered, "Rozimald, Rozimald, Rozimald... Where have I heard that name before... Aah, Rozimald. He was a wealthy Urvanovestilli eccentric long ago, with — never mind that, the tale has probably grown a lot in the telling. Some people know where his abode was, but I haven't heard of anybody being able to get in.

"One thing I will say, though. He is thought to have had a store of a very potent fuel, made of powdered rust mixed with powdered aluminum. I don't remember exactly how much there is, but I can find that out. At any rate, if you bring that to me, I will be glad to train you; I am currently taking a break from adventuring, to train other adventurers.

"Oh, and I almost forgot. I would like to give you something." He reached into the folds of his robes, and produced a white candle with carvings on the sides. "Keep this with you, and may its light remind you of the hour of our meeting."

Nimbus bowed deeply and disappeared into the shadows.


Hood said, "My UCLA Zogah always told me and my brothers never to interfere with rich mens secrets....but I am very curious about these Rozimalds chambers.....and Uncle Zogah cannot always be right.......any ideas where to start looking...eh?"

Caroline stopped her exploration of the sight and textures of the various objects including the box itself, and said to Hood "We are not interfering with Rozimald's secrets but answering his invitation. For that is what this riddle-song is, an invitation for those who can solve it. As for were to start, the song says triangle mountains. I guess there are where his home was, so if we ask about the location of Rozimald's home perhaps what the triangle mountains are will be obvious. Nor'krin teaches using stories and remembering the stories help me remember the lessons the stories contained. The Yedidia teach with song. The Urvanovestilli build physical puzzles and riddles as part of their teaching. Rozimald's invitation is to learn from him, and the works he created during his life. He has even left the riddle-song with other gifts so that we know we are welcome."

Caroline also discovered that tapping the metal box with a flicked finger can cause an interesting bell like sound.

Hood continued, "....guess your right......sounds simple enough.....although I must say that the Urvanovestilli are a bit weird...not doing this the Tuz way...much better....can't he just tell his secret with a few simple words....does anyone have any knowledge where to find these triangle mountains?"

Caroline smiled and says "Different things work for different people. Some people lack the wisdom or faith to accept a few simple words and need to learn through trial and experience. These lessons can take a long time to learn, yet in the end the wisdom can be said in a few simple words."

Zachs also smiled at Hood's comments. Then he added,"I have travelled far and wide, and visited many places. I have never heard of these triangle mountains. Perhaps someone here in the city knows of it?"

Hood was a bit unsure about the next step in the research. As usual he started to set his somewhat slowstarted mind of his into motion..... It's easy to see when Hood thinks since the skin on his forehead gets all wrinkled. He also started to pull his hand through his long beard. He was about to say something when he suddenly stopped himself from doing so. It seemed that he was awaiting the the reaction from the other team members to the newly found puzzle.

Caroline suggested "Since it is information that we need, we should ask." She goes and tries to catch a passer by's eye, smiles and inquired, "I am trying to locate Rozimald's home, do you know where it is or who I should ask?"

The passerby, an old man with a white beard, said, "Rozimald. Let me think; I haven't heard that name for several hundred years." He closed his eyes, and a couple of minutes passed. "I'm sorry, I don't know where his mansion is or was. At least not any more; I've long since forgotten it. But if you go to the library's archives — probably here, if not here, at Capitello — and talk with the history librarian, who should be in tomorrow evening, he can look up what is available, and will know whom to talk with.

"The library is under the cathedral, in the center of the city.

"Is there anything else I can tell you about?"

Hood said, "Excuse me Sir! Sorry for my simple Tuz ways and for bothering you with my questions, but may I ask a few questions about the city surroundings?"

The man gently smiled and said, "You need not apologize for your simple Tuz ways, dear friend. The beauty of Urvanovestilli ways lies in their refinement and complexity; those of the Tuz, in their power and strength. Enjoy the blessing that God has created you as a Tuz. Now what is your question?"

"Do you know where the Triangle Mountains are, or where or how we could find out about them?"

"The Triangle Mountains are about six weeks' walk east of north. I don't remember the exact location, but the mapmaker can tell you." He gave the group directions to the mapmaker. "If that is all you have to ask, I'll be going on."

The last rays of the dying sun painted the cathedral as the group reached it. It was intricate, dark, majestic — carved out of black marble.

Inside the cathedral, everything was cool, still, and pitch black. There were a few sounds of walking; there was a faint smell of dust.

Then, suddenly, the building was shaken by a thunderous blast of music from the organ. The sound was deep, rich, majestic; a turgid fugue of four voices played. The party could feel the vibrations in their bones.

Walking along in the darkness, they found a dry wooden door, and, opening it, descended down a circular staircase until they came to a large, open, dusty room.

Most cathedrals had crypts beneath, a reminder of the community and presence of those departed. This one had row upon row of shelves of books. It was filled by an ageless silence, and lit by the glow of candles.

Almost fearing to break the silence, they moved along until they found a librarian, sitting next to a candle, reading from the pages of an ancient volume. He slowly turned, and raised his hand in greeting, asking what he could do for them.

Rozimald, he said, was a man who had lived in the East Ridge Mountains, near the Silouni River. He produced a map which showed the region, and indicated where his mansion had been said to be located. "I think I can spare you a trip to the mapmaker, if you can memorize a map", and showed a map of a road, with a trail branching off to a small village, beyond which lay the three mountains where the keys had been said to be located.

They went to an inn to sleep, and the next day set out early. It was good hunting, with deer or boar usually only a couple of hours' hunting, and a pleasant trip to reach the village. Once arrived, they spent a couple of days resting, selling pelts and buying supplies, before going on.

The second day out, the day's hunting was met by a long rainstorm which seemed to grow more and less intense. Hood, moving first, was about to strike a hedgehog, when he stepped and the ground beneath him gave.

Hood, very heavily weighed down, is sinking in quicksand.


Hood takes some dried fruit and eats.....while he is eating he starts to asking questions to the hermit, without thinking about what his mother said to him about what non-Tuz people thinks about eating and speaking at the same time:

"I very grateful for the food......You sure seem..mauwauawmm(Hood is chewing) to be a wise fellow....you see we are in need of some information....humrph(he swallows the food)...you see we are looking for a chap...a certain Rozimald.......ancient fellow....Urvanovestilli I believe....and the triangle mountains....he is supposed to have some kind of chambers there..."

Xingu, seeing Hood talking and chewing at the same time, cracks a slight grin. He hugs Hood. Slowly, Xingu says, "One cannot appreciate what one has, till one sees that it may be gone in a moment. We are dust, and to dust we shall return. Hood, you are a light among us, and we must thank Him that you are still with us." Xingu bows his head in silence.

Time passes. Or rather, time stands still.

Xingu looks up, and his eyes meet the hermit's. He takes some food, bows his head deeply in what is taken as a sign of sincere gratitude, and eats.

Xingu then addresses the hermit: "All of us are made in His image, and like a diamond with many sparkling facets, each culture reflects a different aspect of Him. We are on a quest in search of the answer to an Urvanovestilli riddle. My mind does not think as an Urvanovestilli, and I confess that many of their logic puzzles escape me. Perhaps you can help us solve the riddle." Xingu turns to speak to the group, "May I see the box?"

Caroline who seems to have found the box in her presence, if only because she was carrying the lightest load and liked the noise it made responds "Of course." Her eyes seems to twinkle with an inner happiness and she enjoys the company and the food. Offering as well to the table, herbal teas if anyone wishes to try a blend, as well as any food she carries that they wish to share.

Xingu slowly opens the box, and places on the table the porcelain figurine of a deer, a silver bracelet, a rock with some paint on it, a small crystal phial on a necklace, and reads from the parchment:

To Rozimald's chambers the keys are three, They all upon the triangle mountains be.

A blue sapphire key beneath a great blue sapphire set, A black onyx key, by black onyx is met. An emerald key among hanging emeralds does rest.

"These are the clues to our quest. What can we make of them?"

He pauses....

"What strikes me first is a feeling that this is the trinket box of a little girl. Bracelet, necklace, little odds and ends, and a poem; all things that one would expect to find. Yet the poem is a puzzle. It could possibly be a puzzle a small child kept in a trinket box.

"Where was it found? In a labyrinth, a large puzzle. Finding the paper in the labyrinth, one would think it a puzzle. Finding the metal box in a labyrinth, one would think the box a puzzle. Finding the same metal box in the room of a young girl, one would find the box as normal, but the paper a puzzle.

"What are the keys? Something we must find on the three mountains? Are they already found, stashed in this metal box by a past adventurer and hidden in the labyrinth? Are they symbols, or metaphors, found by an interpretation of the poem, or the items within the box? Are the items in the box there by chance? Are they needed to find the keys? Are they a part of the puzzle, if not the keys themselves?

"Puzzle within puzzle within puzzle...."

He pauses.

"I also see a similarity in both the poem and the items; I sense a strong feeling of nature. Deer, stone, crystal, mountains, gems....

Xingu picks up each item, including the box itself, and slowly examines them, looking not only for clues to the mystery, but also admiring the beauty of each object. He passes them around the room to the others.

The hermit looks at the poem, thinks for a time, and then says, "Oh, so you've finally found a good-looking clue to Rozimald's chambers. Let me think."

He leans back, and then closes his eyes for a moment. "Aah, yes. One moment; I'll be back."

He goes into a corner, and returns with a black, frosted glass bottle with a seal on the front. "I had almost forgotten," he says. "A Porto would be quite appropriate to this discussion."

After serving everyone a glass, he leans back, and says, "There are many poets that I have heard of, and some of them spend a great deal of attention on drawing out the wonder in the world around. They are working to open people's eyes, to fight off the ever threatening grey murk which threatens to cloud vision and make even the sun look dull and drab.

"Some of that group evokes the things that we most regard as precious — gold and silver, diamonds and rubies, wines and delicacies. Those things, perhaps in part because they are rare, are not so often looked at as dull and drab.

"There was one poet — I have forgotten his name — who spoke of gems, describing the world as if it were composed entirely of gems. And the fragment of song which you describe appears to be some of his work."

He opens his mouth to say something, but you cannot hear his words due to a loud growl and sounds of a scuffle coming from outside.

Outside, as soon as your eyes can adjust to the brightness, you see a young Urvanovestilli being attacked by a bear. He is masterfully dodging, but the bear seems to be very determined in its attack.

They are both about a hundred feet away.


Hood takes some dried fruit and eats.....while he he eating he starts to asking questions to the hermit, without thinking about what his mother said to him about what non-Tuz people thinks about eating and speaking at the same time:

"I very grateful for the food......You sure seem..mauwauawmm(Hood is chewing) to be a wise fellow....you see we are in need of some information....humrph(he swallows the food)...you see we are looking for a chap...a certain Rozimald.......ancient fellow....Urvanovestilli I believe....and the triangle mountains....he is supposed to have some kind of chambers there..."

Xingu, seeing Hood talking and chewing at the same time, cracks a slight grin. He hugs Hood. Slowly, Xingu says, "One cannot appreciate what one has, till one sees that it may be gone in a moment. We are dust, and to dust we shall return. Hood, you are a light among us, and we must thank Him that you are still with us." Xingu bows his head in silence.

Time passes. Or rather, time stands still.

Xingu looks up, and his eyes meet the hermit's. He takes some food, bows his head deeply in what is taken as a sign of sincere gratitude, and eats.

Xingu then addresses the hermit: "All of us are made in His image, and like a diamond with many sparkling facets, each culture reflects a different aspect of Him. We are on a quest in search of the answer to an Urvanovestilli riddle. My mind does not think as an Urvanovestilli, and I confess that many of their logic puzzles escape me. Perhaps you can help us solve the riddle." Xingu turns to speak to the group, "May I see the box?"

Caroline who seems to have found the box in her presence, if only because she was carrying the lightest load and liked the noise it made responds "Of course." Her eyes seems to twinkle with an inner happiness and she enjoys the company and the food. Offering as well to the table, herbal teas if anyone wishes to try a blend, as well as any food she carries that they wish to share.

Xingu slowly opens the box, and places on the table the porcelain figurine of a deer, a silver bracelet, a rock with some paint on it, a small crystal phial on a necklace, and reads from the parchment:

To Rozimald's chambers the keys are three, They all upon the triangle mountains be.

A blue sapphire key beneath a great blue sapphire set, A black onyx key, by black onyx is met. An emerald key among hanging emeralds does rest.

"These are the clues to our quest. What can we make of them?"

He pauses....

"What strikes me first is a feeling that this is the trinket box of a little girl. Bracelet, necklace, little odds and ends, and a poem; all things that one would expect to find. Yet the poem is a puzzle. It could possibly be a puzzle a small child kept in a trinket box.

"Where was it found? In a labyrinth, a large puzzle. Finding the paper in the labyrinth, one would think it a puzzle. Finding the metal box in a labyrinth, one would think the box a puzzle. Finding the same metal box in the room of a young girl, one would find the box as normal, but the paper a puzzle.

"What are the keys? Something we must find on the three mountains? Are they already found, stashed in this metal box by a past adventurer and hidden in the labyrinth? Are they symbols, or metaphors, found by an interpretation of the poem, or the items within the box? Are the items in the box there by chance? Are they needed to find the keys? Are they a part of the puzzle, if not the keys themselves?

"Puzzle within puzzle within puzzle...."

He pauses.

"I also see a similarity in both the poem and the items; I sense a strong feeling of nature. Deer, stone, crystal, mountains, gems....

Xingu picks up each item, including the box itself, and slowly examines them, looking not only for clues to the mystery, but also admiring the beauty of each object. He passes them around the room to the others.

The hermit looks at the poem, thinks for a time, and then says, "Oh, so you've finally found a good-looking clue to Rozimald's chambers. Let me think."

He leans back, and then closes his eyes for a moment. "Aah, yes. One moment; I'll be back."

He goes into a corner, and returns with a black, frosted glass bottle with a seal on the front. "I had almost forgotten," he says. "A Porto would be quite appropriate to this discussion."

After serving everyone a glass, he leans back, and says, "There are many poets that I have heard of, and some of them spend a great deal of attention on drawing out the wonder in the world around. They are working to open people's eyes, to fight off the ever threatening grey murk which threatens to cloud vision and make even the sun look dull and drab.

"Some of that group evokes the things that we most regard as precious — gold and silver, diamonds and rubies, wines and delicacies. Those things, perhaps in part because they are rare, are not so often looked at as dull and drab.

"There was one poet — I have forgotten his name — who spoke of gems, describing the world as if it were composed entirely of gems. And the fragment of song which you describe appears to be some of his work."

He opens his mouth to say something, but you cannot hear his words due to a loud growl and sounds of a scuffle coming from outside.

Outside, as soon as your eyes can adjust to the brightness, you see a young Urvanovestilli being attacked by a bear. He is masterfully dodging, but the bear seems to be very determined in its attack.

They are both about a hundred feet away.


Xingu starts singing, and the bear seems to be beginning to slow down — but it is not clear how quickly it will slow down. As people pour out of the cave and begin to fan out, the bear's paw comes down on the young Urvanovestilli's arm. He winces, and jumps back.

As he jumps back, Caroline manages a fair shot into the bear's heavy bulk. It rears, and begins to sniff around.

Hood's heavy armored steps ring as he runs forward. He swings a heavy blow at the bear's chest; it connects solidly. The bear crouches down to dodge; Hood's sledgehammer slides down a side.

Zakhs has by now run up, and swings his staff, hitting the bear on the head. The staff vibrates in his hands.

The bear swings at Hood, and hits solidly, his claws scraping across his armored chest. Hood is knocked on his back.

Caroline hits the bear again, and hits solidly.

The bear lunges at Hood, who has by now prepared with a blow of the sledgehammer, and has his ironshod feet up in the air. The sledgehammer hits the side of the bear's head, and glances away. His knees buckle into his chest, winding him.

Zakhs swings his staff again, and hits the bear, distracting him from Hood.

Hood is gasping and struggling to breathe, but even so begins to roll towards his feet, sledgehammer in hand. He hits the bear in the back, winding it in turn.

Caroline shoots at the bear again, but misses.

Zakhs swings at the bear, and also misses.

Hood, weakening in his struggle to breathe, swings at the bear, but only grazes it.

The bear swings at Zakhs, but does not move quite quickly enough to hit it.

Hood, beginning to turn blue, swings again, and hits.

Zakhs lifts his staff from below, hitting the bear in the mouth.

Caroline shoots another arrow solidly, hitting the bear in the back of the neck. It immediately falls over.

Hood, turned a deeper shade of blue, finally manages to inhale. He drinks the air in deep gulps; slowly his breathing and his skin color return to normal.

After a little while, your attention returns to the young Urvanovestilli, who was mauled by the bear. He introduces himself.


Zakhs steps over to the young Urvanovestilli, after pounding Hood solidly on the back (to help him regain his breath). He will examine the young man's arm and see if there is anything he can do for the boy.

"What could have riled that creature up so much?" he will wonder aloud as he examines the Urvanovestilli's arm.

Hood cleans his sledge by rubbing it to the ground....then he comments the whole thing........

" Tough bear...."

He turns towards the the young Urvanovestilli.

".....you are still alive...glad to see it.....it was a close thing....."

Caroline introduces her self to the young Urvanovestilli. She the proceeds to tell him a story about a brave young person from her tribe, while she tends his wounds. She seems to have more than herbs for tea in her pack. The story and the treatment end at the same time.

Hood brushes off some dirt from his clothes...and continues to adress the young Urvanovestilli......

"I haven't introduced myself.....I am Hood"

Hood reaches out a hand......

"I know not what riled it up, but the poor fellow will make quite a delicious meal. Of course, we may not have enough to go around, with only one bear and two Tuz."

Xingu, with a wide grin, gives Zakhs a friendly punch in the gut.

Xingu then walks toward the Urvanovestilli, and greets him with a raised hand and three kisses, as is the way of Urvanovestilli culture, and speaks to him in his native tongue.

"Hello, my name is Xingu. I thank the Lord that you survived this encounter without greater injury. We are a band of adventurers, following clues to discover Rosimald's chambers. Please stay, eat, and join us; we welcome your insight in solving this puzzle."

The little man looks as if he was coming out of his daze for the previous brush with death, then he stands up to introduce himself, but then sits back down, and says, "Greetings and salutations, you may call by the name that my friends call me, which is Jeff. I am still a little bit shaken by the whole ordeal, so I feel that I would be unable to fully express who I am in an intelligent manner, therefore, could you tell me a little bit about who you are? Just in case if you were wondering, I was sent to help you on your quest."

The hermit walks around and begins collecting branches to make a fire; in a couple of hours, there is roast bear for all to eat their fill of (even the Tuz). Caroline has bound the wounds; the young man's arm is set and healing, and Hood doesn't seem to have taken any grave injury (although his chest will have some nasty bruises).

As you eat, the young man begins to introduce himself.

"Hello, my name is Chimera Antonio Pbrush Petra Mistrelli Charleston Jeffery Mirrorman, but you can call me Jeff. I am from the city of Mistrelli, sent to help you on your quest. I believe that my understanding of Illusions can help you on your journey.

"I am my father's first born, and will return one day to become his assistant, and eventually, take over for him. But for now, I want to continue to see the world, and meet the different races and creatures that inhabit it.

"I also love to play, Imperial Kingdoms, which is a complex version of Chess. I am also working on a flying machine, although it is far from being able to work, it is a hobby that I enjoy."

The hermit asks for the rest of the bear's carcass (after you have taken a good chunk as food for the journey), to make jerky and a rug out of. "I'd heard from other people that there was a rather cantankerous bear around here, and I'd seen a few tracks, but I'd never met it...

"Come with me. Let's stand in a circle around Chimera, and lay hands on him."

As you do so, the pain in Chimera's face begins to ease, and he sits back.

The hermit sits back, after the meal, and begins to talk about the local geography; he describes a few paths, and landmarks for you to find your way on. "Do stop back here after you have looked around, and I wouldn't mind hearing how you mean to set about finding the keys in the forests. See you later." After a night's rest for all, he sees you off again.

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