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Assess risk
personal - GemStone IV Family Issues


Over the years I have been to so many weddings, festivals and other gatherings that have been no more than a footnote in my diaries.

I have decided to record these events from this time forward so that there is a formal record for posterity. When memory fails, the written word will prevail! On occasion, I will record my own feelings ( i.e. those of Bremerial's alter ego) along with Bremerial's own thoughts.

NB: OOC - Any logs included will be published using notepad which should make the information accessible to most.





EVENTS




- Ebon Gate 5109 -

- Krystanne's and Caleanon's Wedding 5109 -

- Highman Games 5110 -

- Grawood Festival 5110 -

- Mist Harbor Eastern Harbor Street Festival 5110 -

- Ebon Gate 5110 -

- Zifku's Vodka Drinking Game 5111 -

- Droughtman's Challenge 5111 -
             Challenger's view
             Best Heckles
             Key Moments

- Mist Harbor Anthem Ceremony 5111 -

- Ebon Gate 5111 -

- Ebon Gate 5112 -

- The wedding of Erienne and Nordred -

- Highman Games 5113 -

- Gweniveer and Japhrimel Wedding 5113 -

- River's Rest Pickle Festival 5113 -

- River's Rest Pickle Festival 5114 -






Highman Games 5113 Banner





THE GAMES OPEN

Today is Day of the Huntress, day 5 of the month Olaesta in the year 5113

The Highman Games are beginning! A portal to Jirkirl's Hilltop can be found on the Logging Road outside of Kharam Dzu, and the opening ceremonies will be at the Gathering.

[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town. You also see a pile of ash flakes and a series of curved white arches.

>go arches
As you step through a series of curved white arches, you hear a clicking and whirling of gears. You hear the distinct sound of some device being turned, and you feel yourself being pulled backward. Then, with a sudden lurch, you are thrown forward with sickening speed.

[Transport, Oval Room]
The compartment of this small, white, egg-like device is just large enough for a single passenger. Traveling in relative silence, as if thrown from its point of origin, the conveyance is completely opaque, except for a transparent panel in the floor. Though thick and quite solid, the crystalline floor allows a clear view of the landscape below. Affixed to the wall near the entry, a small golden sigil, made up of several conjoined gears, intimates gnomish origin.
Also here: There is only room for you.

[Transport, Oval Room]
The compartment of this small, white, egg-like device is just large enough for a single passenger. Traveling in relative silence, as if thrown from its point of origin, the conveyance is completely opaque, except for a transparent panel in the floor. Though thick and quite solid, the crystalline floor allows a clear view of the landscape below. Affixed to the wall near the entry, a small golden sigil, made up of several conjoined gears, intimates gnomish origin.
Also here: There is only room for you.

As you move through the atmosphere, a sea of blue spreads out below you. The smoldering top of the volcano belches ash into the air, raining down upon the rocky isle. In the distance, the main continent stretches out like an endless expanse of brown and green, as small sailing vessels travel across the great azure divide.

[Transport, Oval Room]
The compartment of this small, white, egg-like device is just large enough for a single passenger. Traveling in relative silence, as if thrown from its point of origin, the conveyance is completely opaque, except for a transparent panel in the floor. Though thick and quite solid, the crystalline floor allows a clear view of the landscape below. Affixed to the wall near the entry, a small golden sigil, made up of several conjoined gears, intimates gnomish origin.
Also here: There is only room for you.

The speed of your travel decreases slightly, and you notice that you are beginning to descend. Far below, dark greens spread out in an old-growth forest, and further ahead, a tall hilltop set slightly apart from the neighboring mountains seems to be your destination.

There is a soft thud, as if you have landed. You hear the crank of several gears winding down, and without any warning, you find that you have been quickly and quietly deposited on the ground.


Arrival at Jirkirl's Hilltop


[Jirkirl's Hilltop, Meadow]
An enormous boulder bearing an uncanny resemblance to a frog wearing a hat sits off the side of the road. The rock is completely coated in a slimy green fungus. Gooseberries line up along the edge of the hard dirt-packed road, and numerous yellow and red berries have been trampled into the ground. You also see a series of curved white arches. Galenok just arrived.

Galenok gives you a friendly hug, and you detect the faint scent of bittersweet chocolate and applewood shot through with anise around him.

Galenok grins.

Galenok asks, "Did you get some ale?"

Galenok asks, "From the table south of here?"

You say, "Nay - ooo."

Galenok takes me to the table.

[Jirkirl's Hilltop, Meadow]
An oval pattern in the ground has been cleared away, and an ice sculpture of two males, each grasping the forearm of the other in apparent friendship, is set in its center. Tables and benches are scattered around the meadow, and vases with a single snow pansy are placed on the tabletops, serving as centerpieces. The meadow is speckled with plants bearing a wooly, whitish down on their flower heads. You also see a large trestle table with some stuff on it.

>look at table

On the trestle table you see a birch and willow picnic hamper, a buttery lingonberry quick-bread, a crock of cabbage-potato casserole, a rasher of roast grouse, a plump rowan jelly tart, a fire-roasted shank of lamb, some robust mutton stew, a small flaky venison meat pie, a crunchy maple-glazed oatcake, a honeyed barley bannock, some Highman highland whiskey, a tankard of Shantira stout and a pale Issimir ale.

>buy
An Issimir woman accepts your scrip and gives you a new one.

An Issimir woman reaches behind the table to retrieve a pale Issimir ale. Handing it to you carefully, an Issimir woman says, "Here's your ale. Thanks!"

You cackle!

J>drink my ale
You take a drink from your Issimir ale. The rich flavor of the ale leaves faintly nutty aftertaste. You feel tension draining away, giving way to a very relaxed state.

Galenok says, "Good stuff."

Galenok takes a drink from his Issimir ale.

Galenok says, "Nutty finish."

You say, "Ale if lovely.

Galenok says, "I'll see you about probably."

You say, "Count on it."

You nod at Galenok.

Galenok gives you a friendly hug.

You grin.

Galenok says, "Take care, shortness."

You cackle!

You say, "You too."



First attempt at Shield Slalom

I foolishly went to the shield slalom instead of the opening ceremony. I am - I confess - easily distracted. To say I am as useful as a pile of dung at undertaking this event would be still underestimating the ability of the to dung. I am simply horrendous.

[Jirkirl's Hilltop, Slope]
Peering down the snow-covered hill, a natural obstacle course of trees and other shrubbery dots the landscape. Meandering through the trees are several rutted paths devoid of snow. Some of the trails end abruptly at the bases of trees, where the debris of shattered shields still litters the ground. A makeshift awning constructed from pieces of wood with canvas pulled tightly over its surface protects the piles of shields from inclement weather. On the edge of the slope rests a long table and chair. You also see the gate back to the fairgrounds.
Obvious paths: southeast, south, southwest

>look at table
Placed on one corner of the table are an inkpot, a ledger, and a quill.

>s
[Jirkirl's Hilltop, Slope]
Feather mattresses are bound to the boles of surrounding trees, and piles of snow trimmed with red droplets have been shoveled at the foot of the slope to provide a softer debarkation. Nailed to the trunk of a tree, an enormous tower shield with names and numbers written in a bold hand serves as the scoreboard. Bloody pieces of cloth and discarded and damaged shields lay in a heap underneath a manmade canopy.
Obvious paths: north

>go north

[Jirkirl's Hilltop, Slope]
Peering down the snow-covered hill, a natural obstacle course of trees and other shrubbery dots the landscape. Meandering through the trees are several rutted paths devoid of snow. Some of the trails end abruptly at the bases of trees, where the debris of shattered shields still litters the ground. A makeshift awning constructed from pieces of wood with canvas pulled tightly over its surface protects the piles of shields from inclement weather. On the edge of the slope rests a long table and chair. You also see the gate back to the fairgrounds.
Obvious paths: southeast, south, southwest

>go southeast

[Shield Slalom, Finish Line]
Small, medium, and large shields are haphazardly stacked where their users discarded them in teetering piles next to some stairs. A long banner, presumably the finish line, flutters against its wooden uprights and, roughly ten or fifteen paces away, a broad berm of snow separates slalom participants from curious onlookers. Large basket torches blaze in a circle around the area, with smaller ones set alongside the steep mountain stairs at regular intervals to light the ascent. You also see a scoreboard, the timekeeper Gertl and some plain white ash benches.
Obvious paths: northwest

>climb stairs

Due to the amount of scroll caused by dropping spells, they will be stripped before you can pass through the stairs. Please attempt to enter again if you are willing to lose your spells.

>climb stairs

You climb up a long set of steep mountain stairs.
[Shield Slalom, Starting Line]
Perched at the crest of a tall incline, the starting area offers an eagle eye view of the Wendigo course and Snowbunny course below. A large sign describing each of the runs sits behind several piles of shields near a long set of steep stairs that lead back down the mountainside. You also see a small placard, a pile of large fast shields, a pile of medium edged shields and a pile of small slow shields.
Obvious paths: none

>read sign

You try to read a large sign, but the language is not one you know. It looks like it's written in Giantman.

>read placard

In the Dwarven language, it reads:
Wendigo hard Snowbunny easy.
You want more? Get a giantkin to translate the sign.

You select a large waxed shield from a pile of large fast shields.

>go course
With a gulp and shiver you leap upon your slalom shield and head down the Snowbunny course.

[Shield Slalom, Snowbunny Course]
Sporadic clumps of trees and black-painted rocks mark the outer edges of the slalom course, while the center is peppered with assorted obstructions. The snow is deep, but hard-packed, and treacherously slick where previous shield riders blazed a trail. You also see some high hanging branches and some massive iron basket torches.

Obvious paths: none

As you whiz past the high hanging branches you are caught square in the face!
... 10 points of damage!
Hearty smack to the head.
You are stunned for 1 round!

[Shield Slalom, Snowbunny Course]
Life and limb seem particularly fragile when weighed against the ragged contours of this jagged slope. Snow has been wildly churned up near steep curves, forming ice-tinged snowdrifts that pose unknown hazards of their own. You also see some mid-level branches and some massive iron basket torches.
Obvious paths: none

As you whiz past the mid-level branches you are caught square in the chest!
... 10 points of damage!
Mighty blow cracks several of your ribs.

With a sudden feeling of weightlessness, the sudden drop falls out from beneath you. For several seconds you freefall through the air before landing in a drift and absorbing the shock of the impact with your knees.

A chasm splits the course ahead. Fortunately, the glacial mass on the far side has subsided, slipping several feet down the mountainside. With enough speed and the proper angle, traversing the gap should be a breeze. Splintered remains of several shields, however, give proof that that disaster is not altogether impossible. You also see a massive crevasse and some massive iron basket torches.

>lean left
You lean to the left in an uncertain attempt to steer.
Roundtime: 2 sec.

As you race towards the massive crevasse you realize you are not ready at all to clear such an obstacle. Panic ensues as you rocket off the edge and fall for what seems like an eternity before hitting the bottom!

Your large waxed shield flies out of your hands and skims down the mountain ahead of you!
... 5 points of damage!
Blow leaves an imprint on your chest!
... 1 point of damage!
Broken finger on your right hand!
... 5 points of damage!
Stomach shot lands with a hollow *thump*.

>lean left
That would be easier if you weren't laying down.

>sit

Seriously? Maybe if you had a slalom shield to sit on.

As you race towards the massive crevasse you realize you are not ready at all to clear such an obstacle. Panic ensues as you rocket off the edge and fall for what seems like an eternity before hitting the bottom!

... 5 points of damage!
Broken finger on your left hand!
... 10 points of damage!
Bones in right arm crack.
... 5 points of damage!
You hear a buzzing in your ears from that blow!

Your descent down the mountainside really takes precedence right now.
As you begin the ascent up the steep incline you lose momentum and slow down considerably.

Rutted tracks in the snow make maneuvering tricky, especially near some of the larger obstacles. From the damage apparent on some of the tree trunks, it is clear that numerous racers were unable to maintain control through this bumpy section of the track. You also see some massive iron basket torches.

Obvious paths: none

You continue down the course.
Roundtime: 2 sec.

As you begin down the steep descent you start to accelerate out of control. Before you can recover you manage a stunning face-plant!

... 10 points of damage!
Hearty smack to the head.
You are stunned for 1 round!

Bereft of snow, a broad patch of translucent ice fills a shallow depression. Frozen pebble-sown streams feed the hardened alpine pool, providing a perilous patchwork of turbulent terrain. Here and there, spidery cracks in the ice denote impact sites where shield-sleds or bodies slammed into the lakelet's surface. You also see a large copse of trees and some massive iron basket torches.
Obvious paths: none

You careen right into the copse of trees slamming into a shoulder-wide trunk!
Your descent down the mountainside really takes precedence right now.
... 5 points of damage!
Blow leaves an imprint on your chest!

Icicles the size of a giantman's arm are impaled in the snow beneath a rocky overhang. Stalactites of solidified water pop and crack overhead, each sound giving voice to the threat of more spear-like projectiles to come. You also see a large copse of trees and some massive iron basket torches.
Obvious paths: none

You careen right into the copse of trees slamming into a shoulder-wide trunk!

Your descent down the mountainside really takes precedence right now.
... 10 points of damage!
Smash to the kneecap.

Several large boulders pose a dangerous threat to any competitor who strays too close. Attesting to the precarious nature of the descent, bloodstains and bits of tattered clothing are strewn at the base of the rocks. An irregular lump of snow near the sidelines could easily be a snow-covered corpse. You also see some steep moguls and some massive iron basket torches.
Obvious paths: none

As you enter the steep moguls you realize too late how little control you have. The very first bump sends you flying into the air! A fantastic cartwheel is only outdone by the impact of you crashing into every bump on the hill to the bottom!
... 10 points of damage!
Strike to the eye clips the eyebrow.
You are stunned for 1 round!
... 7 points of damage!
Torn muscle in your left leg!
... 3 points of damage!
Blow raises a welt on your right arm.

Sun-bleached yeti skulls dangle from braided sinew strings arrayed along branches that overhang the slalom run. Whether intended as warnings, markers, or macabre decorations, they are certain to draw attention. Occasional hollow clinks and clanks can be heard as biting winds bounce the skulls on their ice-crusted cords. You also see a large copse of trees and some massive iron basket torches.
Obvious paths: none

Your descent down the mountainside really takes precedence right now.
You careen right into the copse of trees slamming into a shoulder-wide trunk!
Your descent down the mountainside really takes precedence right now.
... 7 points of damage!
Torn muscle in your left leg!

Sporadic clumps of trees and black-painted rocks mark the outer edges of the slalom course, while the center is peppered with assorted obstructions. The snow is deep, but hard-packed, and treacherously slick where previous shield riders blazed a trail. You also see a massive crevasse and some massive iron basket torches.
Obvious paths: none

Your descent down the mountainside really takes precedence right now.
Your descent down the mountainside really takes precedence right now.

As you race towards the massive crevasse you realize you are not ready at all to clear such an obstacle. Panic ensues as you rocket off the edge and fall for what seems like an eternity before hitting the bottom!

... 3 points of damage!
Blow raises a welt on your left arm.
... 1 point of damage!
Broken finger on your left hand!
... 5 points of damage!
Whiplash!

Sudden lifts and drops are nearly invisible as mottled light and dark patches of snow confuse the eyes. Wooden debris from countless shattered shields is strewn across the landscape, with broken bits of shiny metal peppered throughout. You also see some massive iron basket torches.
Obvious paths: none

You continue down the course.

Rutted tracks in the snow make maneuvering tricky, especially near some of the larger obstacles. From the damage apparent on some of the tree trunks, it is clear that numerous racers were unable to maintain control through this bumpy section of the track. You also see some massive iron basket torches.
Obvious paths: none

You continue down the course.

Bereft of snow, a broad patch of translucent ice fills a shallow depression. Frozen pebble-sown streams feed the hardened alpine pool, providing a perilous patchwork of turbulent terrain. Here and there, spidery cracks in the ice denote impact sites where shield-sleds or bodies slammed into the lakelet's surface. You also see a large ice tunnel and some massive iron basket torches.
Obvious paths: none

Lying flat as a board, you shoot through the large ice tunnel with remarkable speed!

Throwing deceptive shadows across the snow, a copse of tall pines is clustered at the track's center. Grooves on either side yawn invitingly, yet neither side shows an obvious advantage. Dented helms lie nearby, half-buried in ice and pine needles. You also see a large ice tunnel and some massive iron basket torches.
Obvious paths: none

Lying flat as a board, you shoot through the large ice tunnel with remarkable speed!

A chasm splits the course ahead. Fortunately, the glacial mass on the far side has subsided, slipping several feet down the mountainside. With enough speed and the proper angle, traversing the gap should be a breeze. Splintered remains of several shields, however, give proof that that disaster is not altogether impossible. You also see some massive iron basket torches.

Obvious paths: none

As you enter the deep powder drifts you dive under the snow, resulting in an explosion of ice and spray!
... 10 points of damage!
Strike to the eye clips the eyebrow.
You are stunned for 1 round!
You hurdle down the course and slam into the jagged rocks.
... 1 point of damage!
Broken finger on your left hand!
As you whip through the snow flurry the cold bites and tears at your body. Brrrrr!
... 5 points of damage!
Jarring blow to your back.

As you race towards the massive crevasse you realize you are not ready at all to clear such an obstacle. Panic ensues as you rocket off the edge and fall for what seems like an eternity before hitting the bottom!

... 5 points of damage!
Stomach shot lands with a hollow *thump*.
... 10 points of damage!
Smash to the kneecap.
... 5 points of damage!
Broken finger on your right hand!
... 5 points of damage!
Blow raises a welt on your right arm.
... 5 points of damage!
Whiplash!

A chasm splits the course ahead. Fortunately, the glacial mass on the far side has subsided, slipping several feet down the mountainside. With enough speed and the proper angle, traversing the gap should be a breeze. Splintered remains of several shields, however, give proof that that disaster is not altogether impossible. You also see some high hanging branches and some massive iron basket torches.
Obvious paths: none
Crouching low the high hanging branches whiz over yer head.

As you whiz past the low hanging branches you are caught square in the face!
... 7 points of damage!
Torn muscle in your left leg!

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 16 mins...

Your descent down the mountainside really takes precedence right now.

A small team of ice gnomes arrive carrying a package of medical supplies. They take one look and you and shakes their heads, "This one has had enough." With that they drag you to the side of the course and unceremoniously dump you off a cliff to the bottom.

The timekeeper Gertl glances down at you and winces, "That's a shame, let's see if we can give you a hand." With that she waves over an ancient gnome in pure white robes. After a moment of meditation, the gnome gestures at you and a brilliant white light streaks down from the sky, bathing you in a warm glow.

... Death's Sting stat reducing effects not found on Bremerial.

Bumping into Kronius at the Gathering

Bellaja smiles.

You smile at Bellaja.

Bellaja waves to you.

Ravinold just arrived.

Kronius grins at you.

Speaking to you, Kronius exclaims, "There she is, Ms. Highman!"

Bellaja asks, "Entering tonight?"

Ravinold waves to you

. Kronius asks, "Or.. short man?"

You chuckle at Kronius.

Kronius asks, "Short woman?"

Kronius exclaims, "Committee Chair!"

Kronius says, "Person."

Kronius says, "Dwarf."

Kronius nods.

Kronius says, "That."

Kronius leans softly against Bellaja.

Speaking to Bellaja, you say, "I can't slalom to save my life."

Speaking to Bellaja, Kronius says, "You should really tell me to shut up sometimes."

Bellaja grins at you.

Bellaja gives Kronius a series of teasing little prods along the spine.

Speaking to Kronius, Bellaja asks, "Then who would amuse me?"

Speaking to Kronius, you say, "Will relinquish my chairmanship in favor of someone else."

You grin at Kronius.

Kronius adopts an agreeable expression.

Bellaja grins mischievously.

Kronius ponders.

Kronius glances at a snowy path.

Kronius abruptly kicks at a snowy path!

High Lord Kronius's group just went south.

You say, "Gonna toss a caber before the opening ceremony."



First Caber Toss

[Jirkirl's Hilltop, Caber Toss]
While half of this clearing is still cluttered with the stubs of long-ago chopped trees, the remainder has been carefully cleaned of stumps, roots, and other impediments. Tiered cedar benches overlook runways that are outlined in white paint and extend the length of the hazard-free section, ending abruptly at the edge of a deep crevasse. A pyramid-like arrangement of logs rests on the other side of the chasm. You also see a caber toss field and some large iron basket torches.
Obvious paths: east, west

>go field
Due to the amount of scroll caused by dropping spells, they will be stripped before you can pass through the field. Please attempt to enter again if you are willing to lose your spells.

>go field

[Jirkirl's Hilltop, Caber Toss]
Scraped clean of snow all the way down to dirt level, a long narrow lane is delineated by long stripes of white paint set with white-painted pebbles. A chasm lies at the far end of the runway, and a row of yellow warning flags has been hammered into the ground about two giantman-strides short of its edge. Large basket torches blaze brightly, their smoky flames providing ample illumination for both judges and competitors. You also see a scoreboard, a newly-painted sign, a caber toss referee and some cedar benches a short distance away.
Obvious paths: none

>read sign
In the Common language, it reads:

If ya want to COMPETE, just ASK the REFEREE about it.
For ya visitors that haven't done this before, here's how it works:
First ya GET yerself a CABER and walk it upright.
Then ya gotta KNEEL, get yer hands under it and RAISE yer CABER.
Next, ya PUSH yer CABER away from yer chest and try ta balance it.
Ya can LOOK at yer CABER ta see its position.
If it don't look like it's straight, ya can LEAN yer CABER ta shift its position.
Finally, when yer ready, just TOSS yer CABER and hope for the best!

>ask ref about compete
A caber toss referee barks, "Alright, a new competitor!" Then drags a large caber over to you.

>get caber
In a series of smooth, swift motions, you heft the broad end of the caber over your head, then gracefully shift your hands downward along its length as you walk the caber forward into an upright position.
Roundtime: 5 sec.

A caber toss referee grunts, "C'mon Bremerial, RAISE the caber up!"

>raise cab
You should really be kneeling first.

A caber toss referee grunts, "C'mon Bremerial, RAISE the caber up!"

You kneel down.

>raise caber
You kneel and lace your fingers under the narrow end of the caber, propping it against your shoulder. Leaning into the caber, you take a deep breath and exhale slowly as you begin to stand. Your leg muscles bulge as they strain against gravity and the weight of the caber, while your arm and back muscles work at keeping the caber balanced vertically. Hardly breaking a sweat, you succeed in raising the caber. Perhaps you should grunt or groan a little, just so it doesn't look too easy.
Roundtime: 5 sec.

R>push cab
With a great grunt you push the caber off your shoulders and balance it upright in your hands!
Roundtime: 6 sec.

>l cab
The caber leans precariously to the right.

A caber toss referee grunts, "C'mon Bremerial, TOSS the caber down the course!"

>toss cab
Trying to keep the caber in balance, you charge forward, running a short distance before planting your feet in a deep squat. As the caber starts to rise off your shoulder, you add momentum to the toss by using your legs to push downward while your arms naturally follow through over your head. The caber flips into the air, narrow end over broad, until the heavier end hits the ground and the caber topples like a falling tree.

Thrown with unquestionable symmetry and style, the caber comes to rest in an almost perfect position. Landing well down the field, the throw is one of the longest we've seen! That throw definitely soared above the rest.
The caber toss referee nods and drags the caber back over to you and says, "Have at it again!"
Roundtime: 6 sec.

A caber toss referee grunts, "C'mon Bremerial, GET the caber!"

>get cab
Totally unable to find the right pattern of motions to get the caber under control, you watch with fascination and dread as the caber topples from your hands.
... 10 points of damage!
Hearty smack to the head.
You are stunned for 1 round!
Roundtime: 5 sec.

You quickly roll backward, then spring to your feet, ready again for action!
Roundtime: 2 sec.

>get cab
Grasping the caber by the broad end, you heave your burden over your head as you walk forward, adjusting your grip as you move. As the caber finally reaches a perpendicular position, you settle your stance and concentrate on keeping it upright.
Roundtime: 7 sec.

You kneel down.

>raise cab
You kneel and lace your fingers under the narrow end of the caber, propping it against your shoulder. Leaning into the caber, you take a deep breath and exhale slowly as you begin to stand. Your leg muscles bulge as they strain against gravity and the weight of the caber, while your arm and back muscles work at keeping the caber balanced vertically. Hardly breaking a sweat, you succeed in raising the caber. Perhaps you should grunt or groan a little, just so it doesn't look too easy.
Roundtime: 5 sec.

>push cab
With a great grunt you push the caber off your shoulders and balance it upright in your hands!
Roundtime: 6 sec.

>toss cab
Teetering first this way, then that, you can't seem to get the caber under control. Your last thought before things go black is, "Timberrrrr!"
... 10 points of damage!
Hearty smack to the head.
You are stunned for 1 round!
Roundtime: 6 sec.

You are still stunned.

Everything around you turns red as you work yourself into a berserker's rage!

You jump to your feet snarling in anger!

You spin around looking for something to attack!

>get cab
In a series of smooth, swift motions, you heft the broad end of the caber over your head, then gracefully shift your hands downward along its length as you walk the caber forward into an upright position.
Roundtime: 6 sec.

>kneel

You kneel down.

>raise cab
You kneel and lace your fingers under the narrow end of the caber, propping it against your shoulder. Leaning into the caber, you take a deep breath and exhale slowly as you begin to stand. The weight of the tall caber is awkward and unwieldy, but you manage to maintain control, finally succeeding in raising the caber.
Roundtime: 5 sec.

>push cab
With a great grunt you push the caber off your shoulders and balance it upright in your hands!
Roundtime: 6 sec.

>toss cab
Trying to keep the caber in balance, you charge forward, running a short distance before planting your feet in a deep squat. As the caber starts to rise off your shoulder, you add momentum to the toss by using your legs to push downward while your arms naturally follow through over your head. The caber flips into the air, narrow end over broad, until the heavier end hits the ground and the caber topples like a falling tree.
So smooth was the arc of the caber that it seemed to float the final inches to the ground before coming to rest, feather light, barely a finger's breadth from its desired course. With a resounding *ka-thunk*, the caber settles into a long-distance scoring position. The lift on that throw was simply amazing!
The caber toss referee nods and drags the caber back over to you and says, "Have at it again!"
Roundtime: 7 sec.

>get cab
Your fingers give way and the caber slips to the ground, injuring your left leg in the process.
... 10 points of damage!
Smash to the kneecap.
Roundtime: 7 sec.

A caber toss referee starts to looks impatient.

A caber toss referee retrieves the caber and says, "Alright, let's give someone else a chance now."

A caber toss referee nods and says, "Not a bad round, I'll say it's worth about 20 points."

You chuckle.

!>read score
+--------------------------------+
------------ HIGH SCORES
+--------------------------------+
Bremerial ----- 20

First person to record a score!!



Buying a ticket for The Property Raffle

From nearby, you hear Jeril yell, "Brem!"

>n
[Jirkirl's Hilltop, Fairground]
Little more than pieces of wood nailed together, a small rectangular shack burps smoke that drifts up through a hole in its roof. Loganberry trails up the sides of the hovel and partially obscures the doorway. Swinging back and forth on its freshly oiled hinges, the gate of the split rail fence is bedecked with a garishly painted woodcarving of a muscle-bound male hefting a huge hammer over his head. You also see the Jeril disk, a battered antique faewood crate and a patched tent.
Also here: Jeril
Obvious paths: east, south, west

Jeril gives you a playful bite.

Jeril whispers, "Only a 20 on the caber toss?!"

You say, "I missed the opening ceremony."

You grumble.

Jeril says, "As did I."

You say, "And yes - was practicing."

You cackle!

Jeril nods to you.

Jeril chuckles.

You chuckle.

Jeril whispers, "I got a 49."

You snicker.

Jeril whispers, "First time I ever did that."

Jeril chuckles.

You say, "Will try again in a moment."

You giggle.

Jeril nods to you.

You say, "I got injured."

Jeril says, "Me too."

You snicker.

Jeril says, "I went to do the hammer throw but it seems I need silver."

You say, "Caber more fun."

Jeril chuckles.

Jeril says, "Seems like it is more involved."

You say, "Slalom is uncomprehensible to me."

Jeril nods to you.

Jeril says, "I haven't been there yet."

Jeril chuckles.

You say, "Was three years ago too."

You chuckle.

Jeril nods to you.

(OOC) Jeril's player whispers, "Did you see the property raffle?"

You ask, "That set up already?"

Jeril nods.

Jeril says, "Aye."

You ask, "Oh - where?"

Jeril clasps your hand tenderly.

Jeril takes me to the table with the raffle tickets

>l tic
The raffle is for "This raffle is for the property denoted on the the pale blue deed on the table. The winner of the raffle will be required to pay an additional 175,000 silvers upon winning. This win may not be transfered - only the winner may claim the property. Additionally, the winner must be present at the raffle drawing and prepared to look over the private property policies at that time! If the winner is not present at that time, the deed and win will be forfeit. Please ensure that you have read over the deed before entering this raffle."

The tickets sell for 25000 silvers each.
The drawing will be in 23 hours and 20 minutes for 1 winner.

You say, "Will get some cash."

You giggle.

Jeril nods to you.

Jeril says, "I will have to get some too."

I go back to Kharam Dzu to get some cash.

[Jirkirl's Hilltop, Ridge]
Standing on this side of the chasm, about half a dozen felled trees are visible behind those that dangle over the ledge. Perfect footprints are filled with muddy water along the pathway. Off in the distance, only the thatched roof of a cottage is visible as white smoke wafts lazily into the air from its smokestack. You also see a raffle table with some stuff on it.
Also here: Lady Riend
Obvious paths: northwest

>buy ticket
You hand 25000 silvers over, take your ticket, write your name on it then drop it in the raffle barrel.



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