My work on a Talislanta adaptation for the Dying Earth rpg, made me think it was worth reviving my dormant series of posts from 2020 touring Talislanta through editions. Still, in the Western Lands, we come to Werewood.
"Look yonder to Were Wood and its darkling oaks!"
- Jack Vance, Rhialto the Marvellous
The Chronicles tells us that Werewood is a "dark and tangled forest region" north of Zandu. It's described in forbidding terms. Enforcing this impression, Tamerlin tells us of its most baleful inhabitants: the Werebeast, which combine the "worst attributes of men, apes, and tundra beasts" (the Naturalists Guide says "Ur, beastman, and lycanthromorph") and the Banes. Banes are vampiric creatures with the power to mimic voices of any sort. They were inspired by Vance's deodands with their skin as "black as polished obsidian" and their large fangs and eyes that "glow like embers." Then there are the mandragores, plant things that stand immobile during the day, but move around at night to hunt prey.
Not everything in Werewood is deadly, however. There are the Weirdlings or Wish-Gnomes, who according to legend must give over their underground treasure if caught or grant their captor a wish. There are also the Dhuna, the human inhabitants of the forest. The Dhuna were persecuted for witchcraft in ages past and were forced to flee into the forest. They are still believed to have magical powers, particularly the women who can "capture a man's heart with but a single kiss." The Handbook adds, under the Dhuna Witchwoman/Warlock archetype listing, that they are "strange and mysterious by nature" and are "believed to engage in sacrificial rituals."
A Naturalist's Guide expands a little on the lore of the creatures. In fashion reminiscent of Dying Earth monsters, it says banes are thought to be a bizarre hybrid of "darkling, night demon, the extinct babbling howler, and perhaps even Ariane." Their fangs, claws, and ocular organs are sought by alchemists and thaumaturges. The mandragore are valuable because they speak the secret language of plants and trees.
The second edition expands a bit more upon the region. It adds locations with the forest, including the Valley of Forgetfulness, where a mist from the river steals memory, and the creatures known as gnorls, who get player character archetypes. The gnorls are an underground dwelling race, who practice a divination art called "rhabdomancy" (rhabdos rod, wand). They are speculated to be related to the Weirdlings.
This is pretty much the Werewood of later editions. The Dhuna get a bit more fleshed out: we are told they are persecuted for their "pagan beliefs" (presumably meaning non-Orthodoxist), and that they live in "close-knit clans or covens." They also have "liberal views toward matrimony," but the descriptions suggest more that they practice polygamy.
Werewood is the sort of dark, fairy wood of Talislanta. It has elements that recall Tolkien's Mirkwood, and Vance's Tantrevalles in his Lyonesse trilogy, but those resemblances may just be that they are drawing from the same inspirations. The Dhuna are sort of compositions of various witch tropes, including maybe some neo-pagan witches flavor. They're a good counterpoint to the Rennfaire types of Silvanus.
Given the potential fairytale scariness of Werewood, I feel like the Dhuna as insular, isolated people either fighting against (or sometimes embracing) that darkness ought to be played up. It seems like protecting their covens against banes, werebeasts, and mandragores ought to be a bigger concern than Orthodoxist oppression. The canon is somewhat inconsistent regarding the eldritch danger of the forest. The proliferation of inhabitants has added to that, but I'm in favor of gaining a bit of that back.
Jack Shear has some interesting thoughts on Talislanta and the Gothic that would be interesting here.
I always rather liked the way Talislanta's lore disagrees with itself on small details (like exactly what a bane is) over time. Makes it feel like you're reading reference material from within the world itself, with different authors disagreeing with one another and slipshod or nonexistent fieldwork behind the research.
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