Episode Transcript
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Speaker 1 (00:00):
Hi, this is Sasa Kapakli and are listening to Tale
of the Manticor.
Speaker 2 (00:07):
The following podcast is intended for a mature audience. Listener
discretion is advised. Welcome back to Tale of the Manticor
(00:29):
season three. Like the creature from which it takes its name,
Tale of the Manticor is a mashup, a cross breeding
between two different species of storytelling. Here you will find
the unpredictability of old school paper and dice games with
the story craft of a dark fantasy novel. No character
is sacred and none will be spared if the dice
(00:50):
decide their fate is at hand. According to Laura, the
Tale of a Manticore is barbed with cruel iron spikes.
Be much pain in the days ahead. Last time on
(01:12):
Tale of the Mantigor, Chapter sixteen opens with the party
members speculating on the source of some smoke spotted about
a quarter of a mile away. They investigate and find
more ruined buildings. Of them all, only one is intact,
and even beyond the smoke, there are signs that it
is occupied. The Companion's watch in hiding to no avail. Eventually,
(01:33):
Tantyr cannot wait any longer. And suggests they knock on
the door. The occupant, who responds to the PCs with
threats at first, turns out to be friendly, and when
the door opens we meet Dalen Fairwynd. He's a cleric
of sit All, and through their meeting and subsequent conversation
we learn that he is here both to escape persecution
and Camertine and as a sort of pilgrimage. He wants
(01:56):
to lift what he calls the curse of Moroc. Moroc
was one of the original kings of the Kymor people,
the same king that would later leave these parts and
found the kingdom of Camertine to the west. Faerwyn shares
the story behind Moroc's curse. It's a tragic tale of infidelity, regicide, infanticide,
and sacrilege. In it, the king returns from a hunt
(02:16):
to find that his wife has given birth to a bastard.
To protect it and herself against her husband's inevitable wrath,
she has pledged her own life and that of her
baby to the service of Sadal. By kym or law,
none may harm a cleric of the Sun deity, not
even the king. What the queen does not expect is
from Moroc to cast this law aside, and for this
(02:38):
she pays with the life of her newborn child.
Speaker 3 (02:40):
And her own.
Speaker 2 (02:46):
Chapter seventeen, Part one, Day sixteen afternoon mythic event meaning
assist the innocent party. Status achillea and of seven hit points,
Cord five of eleven, de Renni nine of nine, ten
(03:08):
Tier six of six supplies. The companions have five portions
of food and twenty one of water. Spells available. Achillia
has memorized message times two. Cord can cast, entangle and
locate plants and animals. Fairwind had just finished telling the
(03:32):
tragic tale of Moroc's curse.
Speaker 1 (03:34):
That's what history tells us, and it rings true to me.
The Church of the Sacred Flame and some moral has
oh Nowther had an extensive collection of chronicles. My I
suppose they're all lost.
Speaker 2 (03:49):
Though, Fairwind smiled wistfully, such a lass.
Speaker 3 (03:53):
What happened until morrow, asked Achillia, you mentioned some troubles.
Speaker 2 (03:57):
Fairwind took a bite from his portion of the duck
and chewed thoughtfully for a moment before.
Speaker 1 (04:02):
Replying, great troubles. And not only for was it all's faithful,
but for all folk who value the good and the just.
Speaker 2 (04:12):
Achillie quickly translated for the sake of the elves, and
then turned back to frewynd go On.
Speaker 1 (04:17):
The king Colfrey was his name, was a very bad king.
The people called him Colfrey the Terrible, and for good reason.
He was petty, sadistic, prideful. He fell ill and disappeared
for a while. Then his new wizard, the Archmagis or Lah,
(04:39):
brought him back from the brink of death, and even
to this day cares for him. It is said the
king will tolerate the company of no one else. He
never leaves his bed chamber, speaks exclusively through the wizard,
who acts as a de facto king in his place.
Speaker 2 (04:57):
The cleric took another bite and swallowed heart.
Speaker 1 (05:00):
Things got much worse upon Coffrey's return. It was as
if only those worst elements of his nature survived whatever
illness befell him. He was crueler than ever before. The
city began to suffer. The gates were shut, no one
was allowed in or out. People people went hungry. The
(05:20):
cathedral of Vessel Luna was closed, and the priests fled
in fear of befalling the same fate as the followers
of Sadal.
Speaker 3 (05:29):
What happened to the followers of Saddan.
Speaker 1 (05:32):
Our church had already been closed and its members imprisoned.
None of them were ever seen again. I was one
of the lucky few who avoided capture.
Speaker 3 (05:45):
How did you manage that?
Speaker 1 (05:46):
Sheer luck? I happened to be away on pilgrimage when
the arrests happened, and when I came back there were
chains on the doors of my church, and the notice
of arrest had been posted. I fled to Mere, where
a smaller church of Sidal was still operating. But I
knew my days of freedom were numbered. Palfrey's wizard would
(06:07):
soon deploy priests hunters in an effort to stamp out
all religion and still moral. These were hard men, mercenaries,
broken handed survivors from Nipule. It was only a matter
of time before they cast their net wider and started
searching in the smaller towns Mirepool would have been next.
Speaker 2 (06:27):
Ferwin talked at some length that about his religious persecution,
pausing every so often to allow a chilia to translate.
She related the information as best she could, though she
did not know most of the places he named and
could only follow him generally, and.
Speaker 1 (06:41):
So eventually we decided to leave Silmoral altogether. At first
we considered Zatia, but that kingdom is not friendly to
the followers of Sidal cameronth would have been a better choice.
But to get there or must pass through Westmire very dangerous.
So in the end we decided to come here, the
place of our origins, try to lift the curse if
(07:04):
we were able, or else die in the attempt.
Speaker 3 (07:07):
You said we did you not come here alone?
Speaker 2 (07:11):
No, replied fair Wind.
Speaker 1 (07:13):
No, I did not come alone.
Speaker 2 (07:15):
He looked down and studied the floor. Achille did not
pursue the question.
Speaker 3 (07:19):
I'm sorry, it must be hard to lose your home.
Speaker 2 (07:23):
A lump rose in her throat as she spoke the
words and thought of her. Bobby Tender broke the tense silence.
What did he say, he asked in a whisper. Achillie
told him as much as she had understood.
Speaker 1 (07:37):
Ask him about the Orcs.
Speaker 3 (07:39):
If they have come this far north, he would have
seen them.
Speaker 2 (07:43):
The young half elf relaid the question, and fair Wind
looked up blankly.
Speaker 1 (07:47):
Orcs around here? No, the Orcs would not dare to now.
There are far worse things abroad during the night than them.
Speaker 3 (07:55):
When we were outside your door. You said you could
get no respite from the wicked? What kind of creatures
roamed this land? Exactly?
Speaker 2 (08:03):
Fair Wind stood up and paced back and forth across
the floor as he spoke.
Speaker 1 (08:07):
The accursed, the undead, But only at night, never during
the day. They seem to avoid this place. You see,
it used to be a.
Speaker 2 (08:18):
Chapel, said Achillia, finishing his sentence.
Speaker 1 (08:21):
Yes, that's right, But how did you come to that conclusion?
Speaker 3 (08:26):
The shirds of glass on your table they are from
a stained glass window, are they not?
Speaker 1 (08:31):
Indeed they are, But again, how did you know?
Speaker 2 (08:37):
Achillie decided to take a risk. She opened her satchel
and rummaged around for a moment before pulling out her
bundle of clothes. These she carefully unwrapt to reveal the
jet interquoise skull they had found in the ocre's cave.
Good Heavens, said fair Wind.
Speaker 3 (08:52):
You know what this is, best, Achillia.
Speaker 1 (08:55):
It is a relic from these ruins. You have never
been here before, have you? However, did it come into
your possession?
Speaker 3 (09:03):
We encountered a horrible creature. We think it was an ogre,
some thirty or forty miles to the south. This was
in its cave, part of its treasure.
Speaker 2 (09:12):
Fairwind seemed to see the party in a new light,
and his gaze darted between their various weapons.
Speaker 1 (09:17):
Oh, it would seem to me no mean feat to
divorce an Ogre from his treasure. Did you we killed it?
Speaker 3 (09:25):
Yes, though it almost split cord in two before it fell.
Speaker 2 (09:30):
Good heavens, fair Wind repeated.
Speaker 1 (09:32):
May I take a closer look.
Speaker 2 (09:35):
Of course, Achillia handed him the small skull.
Speaker 1 (09:40):
I've read about this kind of thing in Zygog's histories.
That's why I learned about the Curse of Murac as well.
It is an exceptional set of volumes.
Speaker 3 (09:49):
I thought it looked like a child's skull, But what's
it for.
Speaker 2 (09:53):
That's a chilia it is, It's the skull of a prince,
began fair Wind.
Speaker 1 (09:58):
His name was Ah.
Speaker 2 (10:01):
The cler closed his eyes once again, but this time
in an effort to.
Speaker 1 (10:04):
Remember Leirin, that is the name prince Lyrain. He died
of some disease or other when he was just a boy,
and it was a tradition of the Khmors to decorate
the skulls of the deceased only if they were of
royal blood. Of course, if you found this one so
far to the south that would seem to indicate that
tomb robbers have already been here. Perhaps that is why
(10:27):
the dead are restless.
Speaker 2 (10:30):
But Callier wanted to know more about the restless dead.
Speaker 3 (10:33):
You've seen spirits walk abroad only a knight, but they
won't enter this place, as I am a priest of Sadhal,
and by law, no khymor may harm one of the
sun God's servants.
Speaker 1 (10:43):
Neither peasant nor warrior nor king. This injunction, I believe
persists beyond the grave.
Speaker 3 (10:49):
And what do these spirits look like?
Speaker 2 (10:52):
Fairwind's brow lifted at the question.
Speaker 1 (10:54):
They are the living skeletons risen from their graves. Their
bones are attached neither by muscle nor sinew, yet they
hold together as though a body of flesh surrounded them.
They all look this way, Achillia pressed, You seem to
be searching for a specific answer.
Speaker 2 (11:13):
Achillia, suppose you tell me what you are hoping to
hear now there seemed to be no other choice. Achillia
told him all about her dreams, including a brief communication
with the dead Prince lear Haine.
Speaker 1 (11:25):
So you actually spoke with him.
Speaker 2 (11:29):
With the prince, fair Wind was filled with wonder.
Speaker 3 (11:32):
Not precisely, but we exchanged words after a fashion. I
knew it was more than a dream.
Speaker 1 (11:39):
What secrets might the.
Speaker 2 (11:40):
Dead share, breathed the cleric reverently.
Speaker 1 (11:43):
Perhaps it would be best not to know.
Speaker 3 (11:47):
Lehne only wanted to tell me that he thought he
was dead and that he needed help finding something. He said,
I was there to take him home. I'm still not
sure what to make of that. Surely the castle was
his home the rest of the dead.
Speaker 1 (12:01):
Sometimes a spirit can become trapped in the living world
if their remains are disturbed.
Speaker 3 (12:06):
But you are as certain you have not seen him.
Speaker 1 (12:09):
No, no, not as you've described him. Now, the damn
souls I have seen belonged, I believe to those who
are once common as Mura's subjects.
Speaker 3 (12:19):
I would help the spirit if I knew how.
Speaker 2 (12:22):
Thus the wheel of destiny turns was Fairwind's cryptic reply,
a killer.
Speaker 1 (12:27):
Your being here was preordained, inevitable. Your purpose here could
not be clearer.
Speaker 3 (12:34):
I don't understand what purpose.
Speaker 2 (12:37):
Fair Wind's eyes were bright.
Speaker 1 (12:39):
Don't you see Sadal has sent you here to help
this lost soul find what it seeks, and to help
me lift the curse.
Speaker 2 (12:56):
When I rolled up my current mythic event, meaning assist
the Innocent. It felt like the story was trying to
communicate with me through a veil, not unlike Prince Learhanes
trying to speak with Achillie. Now that the potential quest
to help the spirit is on the table, it's time
to roll for a new event, meaning using depresentile. I've
got sixty seven open and sixty one success open success
(13:22):
open successfully. Maybe I'm not quite sure what this means,
but that's not a problem. I'll just keep it in
the bank until I can put it to use. Since
I have my dice bag open, I'm thinking I should
go ahead and roll up fair Wind's stats. I don't
know if he's going to become a PC, but I
do see his interests aligning with those of the companions,
at least for the short term. With that in mind,
(13:43):
I'll use my three D six down the line, re
rolling fives in under method. Here we go for strength eleven, intelligence,
hum thirteen interesting, wisdom only eleven Well, that does makes
sense after a fashion dexterity an eight constitution, What, oh
(14:06):
my goodness, that is a seventeen charisma fifteen. These are
exceptional stats. The intelligence role awards fair Wind an extra language.
We know it is Nelvish, so which is it. There's
a list of potential languages on page thirteen of the
BX rules, but it includes things like Minotaur and Medusa.
(14:28):
It's not going to work for me. I think I'll
twist the rules a bit and replace the additional language
with an extensive knowledge of history. Fair Wind will have
a deep understanding of the ancient k Moors in future
we're applicable. I'll roll against his intelligence score if tough
questions arise on that subject, to see if he might
know the answer. His DEX score gives him a minus
(14:48):
one penalty to missile weapons, funny that, considering he complained
of his bad aim with the sling earlier, and a
minus one penalty to his armor class. However, his impressive
constitution score of seventeen means he gets plus two hit points,
making eight in total since the first level cleric. The
high charismas score seems a little utter step with the
way I've described him, but it's not hard to imagine
(15:10):
that even if he's a little socially awkward, Fairwind has
an inner strength that comes from his absolute conviction in
his faith. He shows him, the way he carries himself
and the way his eyes shine when he talks about it.
All the quick reminder that in BX, clerics do not
get spells until second level. Fairwind is going to have
to earn that. But I will give him a leg
up and put him halfway to level two. He's been
(15:32):
through a lot already, after all, so this feels appropriate.
If he's still around on episode twenty one, fair Wind
will advance to level two. All right, let's take a
quick break. When we return, we'll see if Achillea and
her party are willing to help their new friend. Chapter
(15:57):
twenty seven, Part two, Day sixteen afternoon mythic event meaning
open success party status. The party's status is unchanged. Achillie
spent some time conferring with Dorni intent here in Elvish.
(16:20):
She wanted to know if they would support her if
she chose to help the Spirit of Lerahane. They promised
to stand behind her no matter what. Court, for his part,
agreed that it was the right thing to do. Finally,
she turned back to fair Wind.
Speaker 3 (16:33):
We'll offer whatever help we.
Speaker 2 (16:35):
Can, she said, taking the decorated skull back. When the
cleric offered it to help.
Speaker 3 (16:39):
The spirit find peace. Perhaps that will lift the curse.
Speaker 2 (16:43):
I hope, so replied fair Wind.
Speaker 1 (16:45):
But even if not to do good is to do
Sidal's will, and I am sure we will have his
blessing for our efforts. Now, in your dream you mentioned
a pair of thrones in.
Speaker 2 (16:56):
The dais as, Achillia excited.
Speaker 1 (17:00):
No, I haven't, but I know where the castle once stood,
and that would seem like a good place to look.
Speaker 2 (17:05):
Yes, Fairwind walked to the back of the room and
plucked the silver medallion from its spot on the wall.
When he slipped it around his neck, Achillia saw that
it bore a symbol of the sun.
Speaker 1 (17:16):
Let's go now you have another time in mind. Yes,
now come, better to walk whilst it all's lights still shines,
I should think.
Speaker 2 (17:25):
Fairwind made for the door, and Achillee followed. She told
the others that they were all going to investigate the
sight of the old castle. Tint Here, remembering, pointed out
that they had seen a large room nearby, though he
thought there wasn't enough stonework for it to have been
such a large building. Achillie just shrugged and shouldered her bag.
Speaker 3 (17:42):
Perhaps part of his castle was made of wood.
Speaker 2 (17:44):
She said to him in Elvish, and then in the
common tongue, said dan. Apart from the medallion around his
neck and his cudgel, the cleric took nothing with him.
He removed the bar from the door and opened it,
then looked back and gave Achillea a reassuring smile. Even
though she had only known him for an hour, it
seemed to her that the man was standing taller than before. Come,
(18:08):
he said as death through the doorway. Outside, everything was
as it had been before. To the left, with a
tree stump and the wood axe with its blade half
buried in it. Beside that was an old bucket, now
full of rain water. Straight Ahead was a rubble strewn
stretch of sward, choked by crabgrass and weeds. Everywhere they looked,
(18:30):
the vegetation was dead, or stunted or twisted. Fair one
seemed to read their thoughts.
Speaker 1 (18:35):
The curses blighted the land.
Speaker 2 (18:38):
He cleared his throat this way as Achillie, then cord,
then to Rennie, followed tender shut the door to the chapel,
and then fell in behind them drew maniest persona ten tier.
(19:03):
The door shut with a bang. He was to spend
the next four hours alone in this little bedroom as punishment,
and he knew he deserved it. Strict discipline for eleven
children was commonplace, but it was somewhat rare for boys
of his age, who were considered young adults. The look
in his father's face was still vivid in Tenttyer's mind's eye.
(19:24):
It was an expression of frustration and disappointment more than anger.
Speaker 4 (19:28):
Ten Tier, I just don't know what to do with you.
Why do you insist upon acting this way?
Speaker 2 (19:35):
His father had said in a heavy voice. He was
referring to Tantyer's latest rebellion, talking back to elder val Kene, or,
more precisely, showing a lack of proper respect. These little
incidents were becoming commonplace, and his father was growing more
and more upset.
Speaker 4 (19:51):
You bring shame upon our family each time you do this.
What do you have to say for yourself?
Speaker 2 (19:57):
This time ten Tier had replied with stony silence and
what he thought was a withering look. In truth, it
had only made him look peevish.
Speaker 4 (20:05):
I suppose there's nothing further to say about it. Sit
here and calm yourself. Think on what you've done and
why it upsets your mother and me. Perhaps when I
come back, you will see the error of your way.
Speaker 2 (20:19):
Tintres felt his face flush with shame. Bringing up his
mother's feelings was a low blow. As the hours passed,
with nothing else to do, he did reflect on his
actions and his motives. Where did his anger come from?
What did he hope to accomplish by making himself a
problem in their little community. The other boys's age did
not behave this way. They were all perfectly happy to
(20:40):
follow the rules. Conformity was highly valued among Elvin society.
Why did he insist on sticking out so much?
Speaker 1 (20:48):
Ah, the nail that sticks out gets hammered.
Speaker 2 (20:51):
Down, he muttered to himself. That was another of Elmer's
favorite proverbs. Tinture's major outburst against his archery teacher was
yet several weeks away, and he would land him in
serious trouble. Today's offense had not been so egregious. He
had failed to use the proper honorific when addressing Valkein.
The omission had been purposeful, and it had been noted
(21:11):
the slight was over something the elder had said that
Tentier had disagreed with. Currently, Tintyer was having trouble remembering
what it had been, so he couldn't even justify his
actions to himself.
Speaker 4 (21:21):
When are you going to learn how to put the
tribe above yourself.
Speaker 2 (21:25):
His father had asked him. Tinto knew that his actions
were selfish and that they reflected poorly on his family,
but for some reason, he kept on doing things like
this and drawing attention to himself. Eventually his punishment would
be something worse than spending a day locked in his
room alone. In his heart, Tinto knew what the problem was.
He was meant to be like everyone else, the same
(21:47):
as everyone else, but he felt different. His father and
mother didn't understand. They and everyone else were trying to
force him into a mold. Everyone except Rennie, his brother,
and no one else accepted him for who he was,
without conditions. It was ironic because Dorrenni had never had
trouble fitting in. Ten Tire's problem was this. In his heart,
(22:08):
he wanted to be something special, but specialness was not
encouraged among the eleven people. He craved adventure, but routine
and repetition were held in higher esteem than excitement. He
didn't know why, but ten Tier had always felt as
though he needed to prove himself. Becoming a hunter was
all well and good. Tintre was as skillful a shot
as Derenni with a bow, but this was not enough.
(22:32):
He yearned for something more, a life outside the ordinary.
Elmeir is not the only one who can sling a
proverb or two. You know that saying, be careful what
you wish for, because you just might get it. Well,
(22:54):
I'd say that ten Tyr is getting more adventure than
he initially bargained for, and it's only just beginning. This
is the part where I get to announce that our
young elf has achieved level two. He'll get new hit
points and a chance for stat increases. Ready, let's go
for hit points. I'm using in D six rolling a
four is a good role. I'm happy with that. He
(23:15):
goes from six to ten. Next up, our chances for
stat increases. I'll go down the line rolling this D six.
If I get a six, that stat will get a bump.
Strength A one intelligence, Oh a six achillea must be
rubbing off on ten. Tier ten goes to eleven. Wisdom,
(23:36):
the three dexterity A six, Yes, that's right where it counts.
Two thirteen goes to fourteen, and while the mechanics are
not affected. He is that much closer constitution A six. Wow,
it is super rare to get three sixes in one
level up. Eleven gets increased to twelve. I don't think
(23:56):
I've ever gotten four sixes in a level up? Is
this the charisma? Three? Well? I am happy, really happy
with that level up. It doesn't matter that none of
the stat increases came with new bonuses. Ten tier was
still extremely fortunate with his dice rolls well done and
well deserved. Let's hope this good luck will continue. As
(24:18):
we return to the narrative. Chapter seventeen, Part three, Day
sixteen afternoon mythic event meaning open success party status. The
(24:38):
party status is unchanged, with the exception of ten tiers
hit points, which have gone up to ten out of ten.
Achilles stepped around a broken and moss covered column. Although
she didn't recognize the courtyard from her dreams, she deduced
that that's where she was here. She was right then, Fairwood,
(24:58):
just ahead was to the castle proper.
Speaker 1 (25:01):
What's interesting, amused the cleric.
Speaker 3 (25:04):
I'm sorry, what are you referring to?
Speaker 2 (25:06):
Hm uh the will of Siddal, I mean king the
reply the clerk pointed, out an exposed route with the
cudgel in his hand.
Speaker 1 (25:15):
Mindus step. King Murak was guilty of five unforgivable sins.
On the day he drew Sidal's curse, he slew three
of the divinely anointed. He committed philicide and also regicide
since the infant bastard and no was the lawful heir
to the throne.
Speaker 3 (25:32):
Was the murder of his wife not also regicide, making
the sins total six.
Speaker 2 (25:37):
That's to kill your hmm.
Speaker 1 (25:39):
According to Kymour law, a man had the right to
take the life of an unfaithful spouse.
Speaker 2 (25:44):
Kim the grim reply, But it.
Speaker 1 (25:46):
Is interesting that Sadal chose to curse the land and
not the king. In the end, Murark was driven away
from here, but his life went on, and by any measure,
he was very successful.
Speaker 2 (25:59):
He founded after all, How large was this left a
chillier wanted to know.
Speaker 1 (26:05):
Not so large. It's bordered by the river to the south,
east and north, and the west extends to the edge
of the yonder woods. A whole village can be crossed
in twenty minutes or so. You will notice that very
little grows and nothing flourishes within. The grass is choked
by weeds and brambles. The trees are stunted and sickly.
(26:27):
Virtually no animals will enter. In fact, your bird is
the first one I have seen in cam or Lands.
Speaker 3 (26:33):
Other than the duck.
Speaker 2 (26:34):
The chillier corrected it.
Speaker 1 (26:37):
No, the duck was in the river, which I would
say is outside the borders. No, everything within is blighted,
with the possible exception of the church.
Speaker 3 (26:47):
Possible exception.
Speaker 1 (26:48):
I'm not sure how much longer I would be saved there.
Perhaps if I could restore it fully one day, I
should like to do just that.
Speaker 3 (26:56):
You'd need a stonemason for that, I should think would.
Speaker 1 (27:00):
But at least there will be no need to quarry
any stone.
Speaker 2 (27:03):
Fair Wind used his cudgel to pointed a jumble of
large square cut blocks from the former castle. Presently they
reached the outline of some walls that had sunken into
the earth. It was almost like walking on a map
outline for only the foundations and some broken floor tiles remained.
Speaker 1 (27:20):
Here's where the outside door would have been, Fairwind observed.
And here's a broken arch in the corridor.
Speaker 2 (27:26):
It's that way, said Achillie, interrupting and moving to stand beside.
Speaker 1 (27:30):
The cleric, you've been here before, haven't you in your dreams?
Speaker 2 (27:34):
Yes?
Speaker 3 (27:35):
I think so. Over there is the throne room. We'll
find a dais.
Speaker 2 (27:39):
Achillie took the lead and followed the outline of corridor
walls to their end beyond, Almost completely swallowed up by
the ground, she found it. The dais was almost invisible
under a thick covering of moss and bramble.
Speaker 1 (27:53):
This is the place, she breathed, You're sure, I'm sure
I would have expected to see a throne fair Wind said.
Speaker 3 (28:00):
There were two, but they were made of wood.
Speaker 2 (28:02):
Achillie replied, distractedly. She was kneeling down in front of
the dais looking for something.
Speaker 3 (28:08):
Oh, here it is.
Speaker 2 (28:09):
Clearing away some spaky of vegetation revealed a floor tile.
There was a hairline cracked in the middle, but it
did not obscure the sun shign etching a sign from God, declared.
Speaker 3 (28:19):
The cleric, the spirit in my dream. He was searching
for something here.
Speaker 2 (28:23):
Fairwood was regarding the symbol on the tile as though
trying to remember something hmm for the k Moors, he began.
Speaker 1 (28:31):
A throne room was not a place of worship. O
do Oak's histories teached that the chapel is the only
place that was What.
Speaker 3 (28:38):
Did you just say?
Speaker 2 (28:39):
Asked Achilia, her voice trembling. Court Durnian Tenier had caught
the name too, and were staring at the cleric.
Speaker 1 (28:47):
I mean that symbols of the deity were confined to
the chapels, so this symbol might it kate for that?
Speaker 2 (28:54):
Achilia didn't care if she were being rude.
Speaker 3 (28:56):
You said a name o'doak Achilie.
Speaker 2 (29:00):
I had only ever seen the name written. She had
assumed it was pronounced Audoc. But perhaps she had been
wrong about that.
Speaker 3 (29:07):
Who is odoc O dog Zygog?
Speaker 1 (29:11):
O dog Zygog is the most famous historian in Marath?
He wrote volumes.
Speaker 2 (29:17):
Achillia slipped the sketchbook from Mersatchel and opened it to
the last page. She showed it to fawyind Is this
the same person even without the name, Fairwyn said, I
would know that handwriting anywhere. Thanks very much for listening
to Tale of the Manticor if you're enjoying the show
(29:40):
and would like to help to support it, there are
lots of ways to do so. You could recommend the
show online or to friends. You can like and repost
episode announcements on social media. You can pick up one
of my offerings on drive through RPG. You can purchase
a Tale of the Manticore t shirt at www Dot
bare Arts dot store, and finally, you can rate to
review the show on your podcast of choice. I am
very grateful for all of your support. This episode was
(30:03):
a longish one, but I'd still like to share a
quick review. This one was left by David Rawlins on
the podbean app. David writes, season three is off to
a great start. I'm excited to see where this one
goes and if we'll get a definitive answer to the
question left hanging at the end of season two. Now
I met and gamed with Dave at Clearer Coon, a
convention that takes place in the fall here in Ontario, Canada.
(30:26):
Thanks very much for the review, David, You're a lovely guy.
I'm looking forward to the next time we're rolling dice
at the table together. The date for Clericon three is
already set. See there. Oh and as for those definitive
answers for season two you're looking for, the clues are
all there, though I admit they are a little hard
to find. That said, I think there will be a
bit more clarity as to the lore on referrals in
(30:48):
season three. Thanks are also due to my amazing cast
playing tentire is the wonderful Kevin Barringer. Tentyre's father, and
of course Duranny's father too, is played by Nathan Helm,
author of the novel King Dam Society The Black Hood.
The character of Ferwin was created by David Cooper and
voiced once again to perfection. Thanks Kevin, Nathan, and David
(31:09):
for bringing this tale to life. Here's a fun fact.
I usually send a pronunciation guide of four or five
words along with scripts when I send them out to
my actors, but poor David Cooper his script for this
episode head fourteen. Sorry I did that to you, David.
You're a very good sport. For those curious to learn
a bit more about Tale of the Manticor, I keep
(31:29):
a blog where I post all kinds of show and
RPG related stuff like art, maps, tables, crafts, and show notes.
You can find it at Tale of Themanticre dot blogspot
dot com. To get in touch with me, I'm at
Mantacre Tale on X, Tale of the Manticor podcast on Instagram,
por Tale of Themanticor at gmail dot com I'd love
to hear from you. The adventure will continue on the
next episode of Tale of the Manticor The story were chaos.
(31:53):
Roles