I suppose the moon mostly fits, but the moon is regularly visible during the day.

Hmm, them again, so are stars, mist, and morning dewdrops.
 
Zora-Alishanda is the goddess of the Moon, and the... master deity? patron? of the Riddling Knight who is one of her fragments.

Swimming in seas, diving under waves, falling into darkness and disappearing in the sunlight don't really allow for many interpretations.

[x] The moon
[X] The moon
Better answer than anything I was going to find on my own, so thanks Nevill!
 
Where do you guys get info about the Gods and lore of this series?
Is there a wiki or something?
 
Where do you guys get info about the Gods and lore of this series?
Is there a wiki or something?

It's mostly stuff from Chandagnac's previous quests set in the same world - A Hedge Maze is You, and Tinpot Princess. If you haven't read those, they have a lot of lore stuff. The rest is things that have been brought up in this quest at various points.
 
If you want more information, there are two previous quests detailing the setting, but the cliff notes made it to this thread as well:
On the contrary, I think that it would be too much if I expected everyone reading this quest to have read either of my finished quests and have familiarised with the backstories of the various gods and goddesses who make up the setting's pantheon.

Here's a cliff notes version:
Zora Alishanda, goddess of dreams, was the wife of Telthalus, creator of humanity. After Telthalus went to war against the other Elder Gods because of their mistreatment of humans (their kidnapping human children and turning them into elves was a big part of it), Zora Alishanda was captured and imprisoned on the moon, where she has been chained ever since. In dreams, she created goblins as a tribute to her husband.
The Riddling Knight (an aspect of Zora-Alishanda the Goddess of Dreams, enjoys riddles, fights against evil nightmares)
I do not actually remember if the Moon is one of Zora-Alishanda's domains or not. :oops:
 
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I do not actually remember if the Moon is one of Zora-Alishanda's domains or not. :oops:
Yes, it is. She is the goddess of the moon.

I'm sure that her enemies thought that imprisoning her in one of her domains was delightfully ironic.

Well, my first thought was the moon, but I'm leaning towards a dewdrop.
Well, @Chandagnac, you've finally stumped your readers with a riddle :)
Since you got the correct answer only a few minutes after I first posted it, I don't really consider it a success in that regard.

However, it wasn't supposed to be a difficult riddle to solve. It's plot-relevant.
 
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I want to roll some dice. I am currently unable to edit my previous posts in order to roll dice. Not sure why.

Can I edit this post to roll dice? I will check.

Edit 1: Nope. Arghflk. Is the forum dice roller not working at all?

Edit 2: Fine, I'm going to roll my own dice offline. You'll just have to trust that I'm not cheating.
 
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Week Five (Part Three)
Week Five (Part Three)
Finally, you see a person. Someone you recognize. A woman clad in the plate mail armour of a Quellonian knight. She is leaning against a windowsill, gazing out at the school grounds, which are lit by faint starlight. There is a wistful look on her face.

She turns to you and says, 'I was once a maiden: faultless, brightly shining, a glorious warrior and silver-haired queen; I soared with birds, stepped on the earth, swam in the sea, dived under waves, fell into darkness, dead by sunrise, and was reborn. Again and again, reborn.' She hesitates. 'Once, I lived. Oh… I lived.'

A smile spreads across her face: bright, cheerful, and utterly false. There is no real joy in her smile. 'What am I?' she asks.
After considering a number of possible answers, you decide that there is only one which really makes sense. 'The moon,' you say. 'You are Zora Alishanda, the moon goddess.'

'Yes,' says the Riddling Knight with a long, satisfied sigh. For a moment, you catch a glimpse of… The woman wearing the armour of a Quellonian knight is only a mask, a thin veneer through which something huge, ancient and terrible stares out at you. 'I am close to the surface. This is the closest I have been in years. It is almost enough that I dare to hope that someday soon I will be free.'

'And… why are you telling me this?' you ask, quivering slightly. 'Why have you singled me out?'

She looks amused. 'Do you imagine that you are the only one dreaming of this? No. All over your city, hundreds of my worshippers – and many others who are merely sensitive – are having the same dream.'

'It's not my city. I mean, I don't own it. And, um.... why is this happening? Is it because of the space gonne project?'

'Perhaps.' A cloud seems to pass over her face. 'Jaqari Pruyte's daring plan might succeed. Or it might not. Excuse me if I don't get my hopes up. I have learned to not hope for much. It hurts less that way.'

You feel a surge of sympathy for her. 'Is there anything I can do for you?'

'It is kind of you to ask. Eventually, there may be.' She waves a hand in your direction. The mists seem to swirl around you, whispering forgotten secrets. Though you strain your ears to listen, you can't make out the words. 'Rest now, Dorian,' the Riddling Knight tells you. 'Goodnight.'

Darkness surrounds you. There is nothing else.

Dorian gets 2xp towards Insight for solving this latest riddle.

In the morning, you wonder if you should mention this to Venta. She is one of Zora Alishanda's worshippers, so did she have the same dream as you last night? Why are you having these dreams, anyway? It's not as if you venerate the moon goddess to a greater extent than any other god or goddess, not like the goblins do. Does that mean you are "sensitive" like the Riddling Knight said?

While you are still pondering the answers to these questions, the rest of the week passes by in a twinkling. In Fourday's Ritual Magic lesson you continue to practice the rudiments of force magic; in Fiveday's Literacy lesson, Professor Witt can teach you little which you don't already know; and everything else happens much as you expected it to. One evening, in your garden, you have to fight off the second wave of the slug and snail invasion before they can do too much damage to your plants. Fortunately, you have Amarin's slow-worms on your side. It is a glorious battle, of which you think the bards should be proud to sing, but of course they won't.

Dorian gains 3xp towards Ritual Magic.

Roll for Mental Defence: 2d6+3 = 10 (just enough to pass)
He gains 1xp towards Mental Defence.

Dorian gains 2xp towards Literacy and 1xp towards Alchemy.

Roll for Mental Defence: 2d6+3 = 11 (pass)
He gains 1xp towards Mental Defence.

He gains 1xp towards Durability from his Gardening.
Roll for Knowledge: 2d6+2 = 8 (fail)

On Sixday morning, you play Bladderwrack: Cadre 1F have a rematch against Athamas Cardos's handpicked team. Somehow, everything seems to go right for you. Every time you need to use it, you barely have to think about casting your Quickness cantrip. Try as they might, Athamas's team are unable to score past you. Whenever they take a shot, you suddenly have as much time as you could possibly need to intercept the ball. Their attempts to change tactics, using spells to distract you or move you out of the way, amount to nothing; you are able to resist their low-level magic without much difficulty. Meanwhile, between them, Isolia and Venta manage to score a couple of goals against the opposition. It's almost a complete reversal of the first game you played against them.

After the final whistle blows, Phil approaches his rival, offers him a hand, and says, 'Good game,' in an almost defiant tone.

'Yeah. Well played,' is Athamas's reply. Wearily, he shakes Phil's hand and puts on a smile, doing his best to accept losing with good grace.

When I was rolling to determine how well Dorian would do in this game, I rolled a double six (for his spellcasting) and a natural eight (for his goalkeeping). I decided that would be enough to prevent Athamas's team from scoring. They're not great at spellcasting yet, it's just that (by the standards of eleven-year-olds, at least) they're big, strong, and good at kicking the ball.

The rest of my dice rolls (for Isolia, Phil, and Venta) were slightly above average, except Phil's spellcasting roll was a natural three. But he doesn't need to cast spells to annoy people, so I ignored that. Also, Venta and Isolia's rolls were good enough that I decided that they'd scored a few goals between them.

Dorian gains 1xp towards Agility and 1xp towards Ritual Magic.
Roll for Magic: 2d6+3 = 9 (fail)

That afternoon, you call your teammates together for a meeting, which Green Flame is sufficiently intrigued by that she accepts your invitation to attend.

'What do you want to discuss?' asks Phil.

'Well, I wondered if Green Flame could teach us how to fight,' you say, glancing at her. 'If our end-of-year test is going to involve being forced to hunt giant mutated rats in a sewer – or something similar – I think it would be a good idea to have a weapon as well as whatever spells we've learnt by then. Spells take time and effort to cast, but… uh, I suppose you'd need to spend some effort to hit something with a sword or dagger, for example, but it'd be nice to have options.'

'I'm willing if you are,' says Green Flame, looking over you with a critical eye. 'I think a dagger would be better than a sword, though. A sword would be difficult to explain, but – first and foremost – a dagger is a tool. Plenty of people carry daggers without ever using them in the heat of anger. A club or cudgel might be another option, if you could make it look like something which you'd have an excuse to carry around with you, but I doubt you have the physical strength to be able to make good use of it. However, before teaching you to use a weapon, I would start with teaching you how to stand, how to dodge, and how to fall without hurting yourselves.'

'Don't we already know how to stand?' asks Phil, raising a quizzical eyebrow.

With unusual sarcasm, Green Flame replies, 'I have seen that you know how to slouch, Philander. I have yet to see that you can adjust your stance in any way that would be suitable for a combat situation.'

'Ouch,' says Phil, clutching his chest and making exaggerated moaning noises. 'Stabbed through the heart. How did she manage that? I didn't realise her tongue was a deadly weapon…'

Ignoring him, Green Flame glances at you. 'What exactly do you want me to teach you?'

How will you answer? (Choose as many options as make sense)
[] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling.
[] Ask her to teach you how to use a dagger.
[] Ask her to teach you how to use a cudgel or club.
[] Ask her something else (write in).

What else do you want to talk about? (Choose as many options as make sense)
[] The fact that, according to Sambian law, Green Flame is a slave.
[] Isolia's creepy, possibly-a-criminal sponsor, Humferth Hygmalion.
[] The strange dreams you've been having.
[] The space gonne project.
[] The secret room you found while exploring the school.
[] Phil's plan to rescue his sisters from his evil father.
[] Something else (write in).

I mean, there's a lot of stuff you could talk about...

I suppose the more options you select, the less detail I'll go into. Whereas if you focus on one thing, I'll have to go into a lot of detail. Yeah... I'll give that a try.
 
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Their attempts to change tactics, using spells to distract you or move you out of the way, amount to nothing; you are able to resist their low-level magic without much difficult.
difficulty

[x] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling.

Sure. Probably would come easier to us than getting stabby with people, too.

[x] The strange dreams you've been having.

Was there something else we wanted from her? I'll let the people who scheduled this meeting take the lead.
 
[X] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling
[X] Due to our small size and weak stature, we should learn how to leverage someone else's weight against them. (write in
 
Hmm, talking about her slaverly would be interesting?
Building more on her character and getting a first hand perspective of it in this Kingdom

So, we can also tell Phil about the secret room and hiding his sisters in their.
 
[] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling.
[] Ask her to teach you how to use a dagger.

@Chandagnac, can you explain how combat and especially weapon usage goes in this system? Like, how you determine hit and damage, and which things use which attributes? And is unarmed combat an option here?
 
I like Amnesiac's write-in, but I think we should stick with one training option. Doing more would get less time and experience than doing one. So stick with Green Flame's suggestion, then tackle self-defense.

I think sisters + secret room is a good idea for discussion.
 
I like Amnesiac's write-in, but I think we should stick with one training option. Doing more would get less time and experience than doing one. So stick with Green Flame's suggestion, then tackle self-defense.

I think sisters + secret room is a good idea for discussion.
Well, I was thinking beginning grappling would be a perfect add-on with dodging and stances, believing it wouldn't take much time.
 
I think so, too, but Chandagnac said in the notes that discussion multiple subjects would reduce the details.
So I assume that adding in additional training would reduce the overall XP gain.
I'm not opposed to it, though.
 
Good chapter, and wooh moon!

[X] Ask her to teach you how to use a dagger.

[X] The fact that, according to Sambian law, Green Flame is a slave.
[X] Isolia's creepy, possibly-a-criminal sponsor, Humferth Hygmalion.
[X] Phil's plan to rescue his sisters from his evil father.

I feel like the other options are either stuff we can't do anything about or wouldn't want to share too casually.
 
[X] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling

[X] The secret room you found while exploring the school.
[X] Phil's plan to rescue his sisters from his evil father.

Combat wise, learn the basics first. Knowing how to use a weapon is not really going to matter that much if you're a continuous series of openings.
 
[X] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling

[X] The secret room you found while exploring the school.
[X] Phil's plan to rescue his sisters from his evil father.
 
[X] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling

[X] The secret room you found while exploring the school.
[X] Phil's plan to rescue his sisters from his evil father.

All of the subjects are interesting, but Phil's sisters are in the most immediate danger. Still can't help and wonder about Green Flame's reaction to the the slavery subject. If she is aware, why she stays in the empire and what principal said to convince her. If she isn't aware she might cut our meeting short and go to face him. Both are intriguing, but the safety of two little girls (and their still young siblings) in addition to the mysteries of the school are just to strong for me.
 
I'm up for these options.

[X] Agree to learn about dodging, stances, and how to reduce the chances of injury from falling

[X] The secret room you found while exploring the school.
[X] Phil's plan to rescue his sisters from his evil father.
 
@Chandagnac, can you explain how combat and especially weapon usage goes in this system? Like, how you determine hit and damage, and which things use which attributes? And is unarmed combat an option here?
It's fairly simple. (Lol, famous last words.)

Initiative is determined by rolling 2d6 + Agility + any bonuses.

Whoever attacks first rolls 2d6 + Combat skill + Agility/Strength/Insight/etc + any bonuses. Having a weapon gives you a fairly hefty bonus, but it's entirely possible to fight unarmed. From that total, subtract the defender's Defence score and any bonuses they have. Anything left over is damage and is subtracted from the defender's Hit Points. If they're still alive, they get to strike back. Rinse and repeat.

Here's an example from one of my older quests, back when I painstakingly wrote out all of my dice rolls and everything that was going on in combat situations:
The Elf rolled 4 for his surprise attack. (4 +Agility +Ranged Combat skill +Weapon bonus = 18)

18 vs Tebhol's defence (Agility + Willpower + Rank + Fiery Aura = 13) = 5
Tebhol took 5 damage from this attack.

The Elf rolled 6 for his 1st round attack. (6 +Agility +Ranged Combat skill +Weapon bonus = 20)

20 vs Tebhol's defence = 7
Tebhol took 7 damage from this attack. He has lost 12 HP in total.

Tebhol rolled 8 for his 1st round fire blast. (8 +Magic +1 from Living Flame trait = 17, 2x dmg)

17 vs the Elf's defence (Agility + Durability + Rank) = 2 (also, the Elf's mesh suit nullifies the 2x dmg)
The Elf took 2 damage from this attack.
And so on. I don't do that sort of thing anymore. It took way too long.

Hmm. It should be noted that this system is very, very deadly at low levels, which is partly why I gave Dorian some bonus HP to start with. I'm still tweaking it, little by little.

Also, at higher levels, combatants struggle to do any damage at all to each other unless they, for example, have specialist skills which enable them to roll extra combat dice; or they spend multiple turns charging up their overpowered DBZ-style attacks. I'm not entirely sure if that's a bug or a feature, to be honest. I mean, gods and the like should be hard to kill, right? :confused:
 
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