Chronoshift: Spelljammer — Game Session — 104

Game summary for October 8, 2024, Chronoshift: Spelljammer campaign, Pathfinder Roleplaying Game, for Phoenix Gaming Club. Session included: Claude Dill Budshire (Sokari Sorcerer played by Peyton Harmon), Hekera Nephera Mawhesk Vyk’sebekenka (Sebek-ka Fighter played by Preston Harmon), Helg Ingvar (Aasimar Cleric played by Chris Harmon), Hwrulf (Human Unchained Barbarian played by Paul Potter), Khesen Pavel (Human Brawler played by Parker Harmon), Notch Bowman (Human Fighter played by Andrew Renfrow), and Snagyndar Blackthorn (Huldran War Master played by Casey Scruggs). Game Master for this session was Charles Plemons.

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The team spoke with the survivors, led by Captain Ferros Vaneer, and learned there was a convoy of ships and some captives taken from another vessel before the neogi left to “unload.”  The group knew the neogi would return to the asteroid at some point but would take a bit of time.  They discovered the asteroid held a number of valuable citrines, and they helped the surviving crew gather them up and gave them to them to help them get back on their feet.  They then loaded everyone aboard The Perry and left. 

Several days later, the adventuring party’s ship came out of spelljamming speed due to proximity to another vessel. At first, they thought they had stumbled upon the burning wreckage of a hammership. However, as the initial shock wore off, they realized they were staring at something far more unusual. It was indeed a hammership, but it gleamed with a metallic shine, and they believed it was made entirely of brass. Tall sails and fins stretched across the vessel, but instead of cloth, they were blazing sheets of flame.

Crimson-skinned giants walked the deck, each adorned with black horns, smoldering eyes, and flickering flames dancing across their bodies. The sight took the party aback. These figures reminded them of legendary creatures—genies of fire, known as the efreeti. Yet, this was not just one, but an entire ship crewed by them.

One of the genies stepped forward, sweeping his hand overhead. Above him, enormous flaming letters spelled out a message in multiple languages. He spoke, his voice booming, “Well met, travelers, and fear not. We are the Peacock’s Flame, explorers and merchants. I doubt you could withstand boarding our ship, but we can come to you. May we approach in peace and commerce?”

The group welcomed the efreet aboard and learned he is Amir Mahmout, a charismatic and enigmatic efreet who has taken to trade via spelljamming!  They talked for a while and bought some of his wares including fireheart spice, which was sought by their friend in Bral, Ozamata!  They discussed the efreet’s enterprise and realized they had just rescued a crew that could help them with shipping things between spheres (since the fiery genies could not enter the Phlogiston).  They agreed to use magic when they reached Ginsel to communicate with Ozamata and try to setup a new trade agreement.  They bid the genies goodbye and continued on.

After months of travel, the adventuring party had finally reached their destination. At times, they had wondered if they would ever make it this far. Spinning through space ahead of them was one of the most bizarre sights they had ever encountered—Ginsel, the crescent planet. It resembled a crescent moon, as if viewed from a world where a shadow partially eclipsed the satellite. However, this was no visual illusion. The planet spun like many spherical worlds, but a vast section of land was simply missing. The party was unsure whether the planet had formed this way or if some ancient catastrophe had sundered it.

The planet had visible clouds, oceans, mountains, deserts, and polar regions along the outer surface, but similar terrain could also be seen within the inner curve of the crescent. This inner area was known as the Bite. Rough, broken lands were visible along the edges of the Bite, transitioning around the planet’s curve to the outer surface—an area referred to as the Brink.

They were now flying into the kingdom of Yendoril, the largest of the human realms on Ginsel. It was home to the bustling trade port of Tarvin. Nestled along the edge of the Mountainfast Sea, the port occupied a natural harbor with landing zones for ships both on land and sea. The nations of Ginsel were fully spelljamming-aware and had long been involved in interplanetary commerce.

As the party drew closer, Sailmaster Tuk issued a warning. He explained that Ginsel had more oxygen in its atmosphere than many other planets, causing fires to burn larger and more fiercely here than they might elsewhere.

The adventuring party found themselves at the bustling docks of Tarvin, alive with the constant activity of trade and travel. Several common spelljamming vessels, including hammerships, squidships, tradesmen, and even an eel ship, filled the port. Like any spelljamming hub, Tarvin was host to a variety of races—some mundane, others more exotic. Yet, there was a clear difference from the ports of Refuge and Bral. Ginsel, predominantly populated by humans, had a much stronger human presence. The scale of the port was another contrast, with Tarvin boasting a permanent population of around 50,000 people.

Porters hurriedly moved goods from ships into nearby warehouses or directly into the crowded marketplace, where commerce thrived. Yet, the party was keenly aware that, like most ports, danger and crime were likely not far behind the frenetic pace of business. There was, however, a visible effort to maintain security. Guardsmen clad in chainmail, with bright blue and yellow tabards, patrolled the docks, armed with crossbows and finely crafted broadswords.

The dockmaster made his rounds, collecting port fees, air taxes, and trade tariffs. He was an older human, clearly experienced and well-attuned to his duties, accompanied by a scribe taking furious notes and a small detachment of the guards in their blue-and-yellow garb.

From the ground, the view was surreal. Looking up, the party could see a beautiful blue sky, but the horizon wasn’t the familiar stretch of atmosphere. Instead, it was more land! Tarvin, situated inside the Bite, had land rising “up” all around them, curving along the inner face of the planet. It felt as though they stood inside a giant oval bowl of land.

Most of the city’s buildings were made of wood and plaster, though a few stone structures were scattered throughout. The wooden buildings, many at least two stories high, dominated the landscape. The cobblestone roads around the docks were in a state of disrepair, likely due to the heavy traffic constantly passing through. The streets themselves were narrow and packed with people, making it difficult to move freely. Bright blue and yellow pennants waved from poles and spires attached to many structures, fluttering in the breeze.

The smell of the city was strong, a mix of humanity’s various odors, most of them unpleasant. The party guessed that a city of this size probably had an extensive sewer system beneath its streets. The noise, too, was overwhelming. Wagons creaked, hawkers shouted, and the constant press of people bumped and jostled each other and the party. Horses clopped on the uneven cobblestones, adding to the din of voices shouting, arguing, and bartering. Some spoke loudly to be heard over the chaos, while others whispered, trying to conceal secrets amid the noise. Snatches of intriguing information floated through the air, tempting the adventurers to listen carefully.

The group settled their taxes and port dues, sold their cargo, and realized they made a healthy profit.  They overheard many rumors, and also heard about the Crescent’s Whisper inn and made their way toward it. 

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