Call The Quarters: A Tavern Game Tradition / Ritual in Asperyon | World Anvil

Call The Quarters: A Tavern Game

A dice game often played in taverns primarily up and down the Osthys Coasts - especially popular with humans (as most games of chance with high stakes are) it has recently spread with the rapid increase of sea trade between the two continents of Quel'marae and Ash'arae, and can now be found played amongst gamblers from the Carvejan Empire to Bravumia.   As the game has become more popular among Carvejan soldiers and sailors the game's second calling as a method of decision making when drawing straws proves less convenient has become apparent. The practice of giving a departing member of either of these professions a twenty-sided dice as they leave for a long journey has become a local custom in some human settlements, as a token of hope that they are followed by good fortune on whatever venture they are pursuing, and often with a custom symbol replacing the '1' and '20'. Sometimes these gifts are crafted from rare stones or cut glass - for those who value artistry, and seek them more as religious tokens to the god of luck or simple baubles rather than actually using them for their intended purpose. Other times precious metals can be used instead of wood, for those with the necessary funds.

History

The game began life as a simple way to pass the time, played between clerics at the First Wayshrine of Osha. While they did not have any money to bet with, as all assets are owned by the temple, initially they bet in years of service or with powerful magical items they may have come across in their travels abroad.   As Osha gained more followers, the First Wayshrine grew more prosperous by allowing visitors to bet against their resident clerics, as even as the city of Osphenus has gone through more conservative periods where gambling is seen to encourage crime and considered banned, it has still been upheld as a religious practice for followers of Osha. Initially the game actually involved a ceremony, with the cleric setting up a ritual circle and invoking elemental spirits - literally 'calling the quarters' in a more traditional fashion - to officiate and judge that all players were being truthful. Some still do, if they desire a particularly flashy game, but human officiators have largely taken over.

Execution

However many players wish to join (the average is four to six) will find a flat surface and place coins or items of monetary value into a betting pool in the centre of the surface. They shake the dice well in their cup, and place it flat on the surface. The players have ten seconds to look at their dice in secret, usually with a moderator to count aloud and check that no-one is peeking if played in any official capacity such as a tavern competition. If a dice is cocked, then every player must roll again - though this is more a superstition to 'reset the luck' of everyone at the table, rather than a hard requirement by the rules.   The order in which the elements (the titular 'Quarters') are called can vary depending on the region - 'Earth' can sometimes stand for a roll between 15 and 20, for example - this will usually be clarified prior to the start of the game.  
  • EARTH - Between 1 and 5.
  • AIR - Between 6 and 10.
  • FIRE - Between 11 and 15.
  • WATER - Between 15 and 20.
  The players then go around the table, most often clockwise, and make a prediction as to which Quarter the next person's dice has fallen under. Players then attempt to bluff each other into guessing incorrectly. Once all predictions are made, and players have given verbal agreement to hold to them, each person will reveal their dice in the same order around the table.  
"Money ain't the only thing a person can Call Quarters for. It's also a good way to bet for secrets only the locals know, or a warmed bed in ports that don't sell 'company' up front. Or to earn a quick couple of drakes by selling your own information - in a cryptic fashion, if you're clever, since some don't take kindly to that sort of trade on their turf. Not often you'll see a member of the city watch in a tavern, not while they're on duty, but always better to be safe than sentenced." Seryl Adryn, Sellsword's Guidebook: Osythys Coasts.
    Those who were wrong with their bet must sacrifice what they added and drop out of the game, whereupon a new round is played with more value added to the betting pool and fewer people left to claim it - rounds continue until there is one winner. If every player is wrong, the value for the next round remains the same unless everyone agrees to up the stakes, and all the players simply go again.  

Something to watch out for...

Some seedier individuals have been known to play with weighted dice, or dice that don't have numbers at all and are simply covered with a minor illusion spell as the owner displays their dice to others, so that they can bluff their way to a win by changing their number at the last minute.

Components and tools

  • A 20 sided dice per player.
  • A dice cup per player.
  • A flat surface.
  The playing surface or the dice/cups used themselves can sometimes be enchanted to dispel all other magic within a small radius, to prevent magically capable players from using illusion spells or thaumaturgy to cheat their rolls.

Participants

There can be as many participants as can physically fit around the chosen flat surface to play, however, most frequently it is played in groups of two to around six or seven. Games with higher stakes, or run in an official capacity (i.e. by a tavern as part of a tournament) will have a moderator who acts as a 'master of ceremonies' of sorts, ensuring that no magical tampering is taking place and that no one is attempting to cheat by mundane means.

Observance

Within the Oshmiri territories at the First Wayshrine of Osha, a grand tournament with high rewards is held annually. It is still seen more as a game than a holy ritual there despite the location formally being a temple. The First Wayshrine is widely regarded as more of a casino, as worshippers may challenge the clerics of the God of Luck to games of chance in order to win his favour - and possibly some coin, though more often than not the house wins and anything bet by worshippers becomes property of the temple.

This article has no secrets.

Comments

Please Login in order to comment!