Showing posts with label arn. Show all posts
Showing posts with label arn. Show all posts

Sunday, June 23, 2013

In the Land of Arn

Continuing my reposting of Google+ of setting tidbits, here are some more pictures and more glimpses into a fantasy world:

At the Conclave of Sorcerers the haughty Mabdosir Turms made overtures to Vathluna Drox regarding the exchange of thaumaturgical research--and things more carnal.  Turms was only saved from more than a sharp rebuke by the gong announcing the start of the invocation ritual.


Hierodules perform in sexual rites within the temple of Meln itself, the oldest in the city, venerating the now nameless and distant gods of the city’s foundation. Hierodules come from all social classes and serve anonymously beneath masks that also seem to disguise their voices, lending them an otherworldy quality.  No one has ever noted a hierodule to age. It is presumed they do, as new initiates are selected from time to time, but no one knows what becomes of those that retire.  The inner sanctum of the temple holds a lingam with glyphs (worn and faded) that sages believe was a boundary marker of some pre-human civilization.


The Throne Room of Gaagmragog, sub-man bandit chieftain. His motley band of outlaw humans, sub-men, and degenerate species less identifiable, holes up in a series of caves inside a rock "island" deep in the Great Swamp

Friday, June 21, 2013

In the Dharwood

Last summer, I did some picture-based riffing on a setting on Google+. Since only part of that ever appeared on the blog (and without pictures), I thought it might be of interest to my readership here. I did more than these three. If there is interest, I might re-post more. I might even if there's not.

Golden Men of Haoun Dhar: The only inhabitants of the ruins which give the Dharwood its name. The men are seen on occasion amid the tall columns (engraved with demonic faces) performing odd, communal rituals or standing like statues on the central ziggurat for hours on end.  At night they are sometimes glimpsed on the ziggurat’s pinnacle, seeming to make observations of the heavens with unusual instruments. Few dare approach the ruins for fear of the strange men, despite the legends of a fabulous treasure within the ziggurat.


Kro One-Eye : Alcoholic (and possibly consumptive) swordmaster. He lost his left eye either to an insurgent in the Dharwood or to an angry whore, depending on how deep into the cups he his when he gets 'round to the tale. He's a fixture in dives along Wine and Tavern Streets, regaling fellow patrons with daring (and dubious) tales of his youthful adventures, and the occasional demonstration of his skills. For a cup of watered wine he'll give a few pointers on swordmanship. For a bottle of good Kael whiskey, he'll take on a student. For a small cask of vintage Trosian Red, he'll fight at your side--as long as it doesn't take him far from the River District for long.


Mystery cult snake priestess: One of many such agitators in the peasant uprising in the Dharwood.  Nobles have been burned alive in giant wicker statues in heretical rites. Lawlessness and banditry are common throughout the region and travelers should take care.

Tuesday, May 18, 2010

Post-Game Report: Tooth and Claw

This past Sunday, after a bit of a hiatus, we continued our Warriors & Warlock campaign, using a freely-adapted version of Paizo's Children of the Void in the Second Darkness adventure path. Our regular cast:
Brother Gannon - Good with knives.  Wishes he had more poison.
Renin - Uses his brains...to fry yours.
Zarac - Hopes you've got gold in your teeth.
Left on the dilapadated docks on the island of Devil's Elbow, our heroes had four days to find a haul of skymetal and return back here to meet Djosspur Kray, and his vessel The Flying Cloud, for their trip back to Raedelsport.  Also, there was the question of what sort of creature had decimated the dwarvish contingent, and what became of all the mages from the Esoteric Order of Cryptographers.  Since it was already dusk, the party checked out the old buildings around the dock.  Finding one of them in reasonably good condition, and free of any dangers, they made camp for the night.

The module has a robust wandering monster table, but I had inadvertently left the notebook wherein I had done the Pathfinder to Warriors & Warlocks conversion of the monsters at home.  I had to improvise.

The next morning, the group leaves the docks and heads up the step trail to the failed and abandoned settlement of Witchlight.  Wandering monster time!

Luckily (for me, perhaps not the players), the Warriors & Warlocks book provide me with some ready to use monster stats.  The party soon finds they're being followed by three utahraptors...


...One of which is shown here in silhouette with a man, Renin probably.  That's just the pose they were in right before the thing took a bite out of him.

Anyway, the raptors are upon them--all hissing, feathers, and wicked talons.  Unlucky rolls insure they hit the party hard, and all three are wounded before they hit the beasts.  By the end of the fight, all of the party have been stunned at least once, and Gannon has been disabled.  Most of the damage against the raptors comes courteousy of Renin's brain-frying mental blasts, but Gannon gets hits in, and Zarac rallies at the end to kill two of them with one mighty blow, utilizing a nifty feat.

The party spent the next couple of in-game hours trying to get enough good healing rolls to go on--and giving Gannon a couple of doses of the healing potions they had had the foresight to purchase before beginning the venture.

Limping on up toward the settlement of Witchlight, the party sees vultures circling ominously overhead, and a light flashing peridiodically high in one of the still-standing towers...

Friday, May 7, 2010

Kill the Gods and Take Their Stuff

In comic book parlance, I presented the "Modern Age" version of four deities yesterday--though of course, they've been subsumed under the two primary faiths. Today, I'm going to provide AD&D Deities & Demigods stats for the original (the "Golden Age", if you will) versions of a couple of them as created by my cousin, Tim (my first DM) back in eighties.

 I toyed with the idea of scanning these pages, but they weren't really legible that way, so transcription had to be the way. Unfortunate, that--because you guys miss out on my cousin's "outsider art" illustrations that accompanied the stats.

So, here's more "setting archeology."  The stats are presented unchanged from the twenty plus year-old documents, so I'm afraid I can't explain the rationale for some of them...


ETERNUS (Æternus)
greater god
AC: -12
Move: Infinite
HP: 400
#Atk.: 2
Dmg/Atk: 6-60, or by weapon type
Spec. Atk: see below
Spec. Def.: see below
Size: L (9')
Magic Resistance: 90%
Alignment: Lawful neutral
Worshippers' Align.:Neutral or good
Symbol: golden helmet
Plane: Twin Paradises
Cleric/Druid: 20th lvl. cleric
Fighter: 20th lvl. ranger
MU/Illusionist: 20th lvl. MU
Thief/Assassin: nil
Monk/Bard: nil
Psionic Ability: I
S: 25 (+7,+14) I:25 W:25 D:20 C:20 Ch:25

Eternus can not be harmed by any form of attack using physical means, except barehanded. Eternus can shape-change at will. He can shoot rays of blue light from each hand that can polymorph other, condemn forever to the astral plane, cause 5-100 damage, or completely heal all wounds, at his choice.

CAIRN (Kaarn)
greater god
AC: -6
Move: 15"
HP: 375
#Atk.: 3
Dmg/Atk: 6-60, or by weapon type
Spec. Atk: see below
Spec. Def.: see below
Size: L (15')
Magic Resistance: 70%
Alignment: Neutral evil (chaotic)
Worshippers' Align.: all evil and murderers
Symbol: black battle axe and sickle
Plane: Pandemonium
Cleric/Druid: 15th lvl. in each
Fighter: 25th lvl. ranger
MU/Illusionist: 10th lvl. in each
Thief/Assassin: nil
Monk/Bard: 15th lvl. bard
Psionic Ability: I
S: 25 (+7,+14) I:25 W:20 D:25 C:25 Ch:25

The mere sight of this god (at Cairn's wish) can cause immediate and irrevocable death (no saving throw) to any non-divine being. He can cause plagues, drought, or floods at a whim. He can shoot from his palm a ray of disintegration as a 30th level magic-user. Moreover, any steel weapon striking the god does double damage to its wielder.

Thursday, May 6, 2010

Old Gods Not Gone

I've written before about the two major religions of the continents of Arn and Western Erida in my current campaign world. Both are built on the bones of older religions--most centrally the polytheistic faith of Old Thystara. The "Old Gods" of Thystara were held to be primal beings, older than the universe--not mere Ascended  from a known point in history. The oldest of these Old Gods still worshipped will concern us today.

Here they are, as they're known on the continent of Arn:

Æternus
"The Overlord"; Supreme Ruler of the Gods, God of Just Rulership, Law and an Ordered Cosmos; Shield Against Chaos
Æternus is seen as sanctifying appropriate authority. When even God-King Ahzuran took his thrown, he bowed to the sun symbol of the Overlord atop the staff of the primate of the Æternian church. He's often invoked in the preamble to any solemn oath.
Depiction: A tall, regal man clad in a golden helm and blue armor, with a sun symbol on his chest.
Symbol: A ten-pointed sun emblem on a blue field, or a golden helm.
Clerical Strictures: Clerics in the Overlord's service may wear any kind of armor, but prefer the mace as a weapon. Most go into battle wearing great helms in homage to their deity.


Kaarn
"The Horned One"; The Black Rider, God of Death, War, and Plagues
Kaarn is fundamentally the lord of things that bring death. His bannermen are Terror, Hurt, Dread, and Woe. The call of his hounds is said to cause a wasting disease in those who hear it. He is held to be shunned by the other gods, but is worshipped by humans to appease his godly wrath.
Depiction: A gaunt giant clothed in black. His head is a human skull with blood red stag antlers. Less commonly, he appears as a muscular man in black armor, his face hidden inside a horned helm.
Symbol: An antlered skull, a red right hand, a black battle axe (in his aspect as war god); a black sickle (as lord of death).
Clerical Strictures: Clerics of the Horned One seek to slay foes in battle, and in doing so appease Kaarn and delay the annihilation of humanity. They wear black robes and/or black armor, sometimes with golden, death's head masks.


Illumé
God of Light, Communication, and Inspiration
Illumé is a Promethean figure, symbolizing the bringing of light into the world--both in the literal and figurative senses of illumination. He represents sudden, mystical insight in contrast to Seiptis's hard-won erudition. His flaming sword, Adjaskar, cleaves through lies and veils of misunderstanding.  He is invoked at the beginning of negotiations and at the signing of treaties.
Depiction: A lean, human male with a crown of flames, bearing a flaming sword. It is held to be he who first greeted Ahzuran into the ranks of the gods after his Ascension.
Symbol: a flaming sword, or a flaming crown.
Clerical Strictures: Illumé's clerics see violence as secondary to parley, though they are not pacifists by any means.  They are charged to act as mediators and end conflicts both great and small whereever they can.  Certain monastic orders of his priesthood are also purveyors of psychedelic fungi.


Seiptis
"The Wise"; God of Knowledge and Truth, The Divine Archivist 
Seiptis is a seeker after, and preserver of, knowledge. He also tests the knowledge of others--folklore has it, he forced Ahzuran to submit to a rigorous examination on the fundamental rules of the universe after his Ascension.
Depiction: Seiptis is depicted as a muscular man in a loincloth (like an ancient slave-scribe), with a owl's head, and glowing pupil-less eyes.
Symbol: An owl's head on a white field, or a statuette of an owl in precious metals.
Clerical Strictures: All priests of Seiptis must have some area of scholarly pursuit so that they may serve their god by increasing the knowledge of mankind.

Tuesday, April 27, 2010

What Rough Beast: The Orcish Mind


"A routine soul-smear confirmed the presence of pure evil."
- Dr. Hibbert, The Simpsons

Orcs as read in D&D are the epitome of evil, congenitally irredeemable. And they're ugly, too.

As something of a reaction to this portrayal, latter-day orcs are often semi-noble savages. Something like Star Trek: The Next Generation Klingons.

In the world of Arn, I wanted orcs to be creatures mostly as suggested in the Monster Manual. Clashes of cultures are fine, but I've got human cultures to clash. Orcs are to be monsters.

Just because they're monsters, though, doesn't mean there can't be a reason for their monstrousness. Orcs can be understandable, I think, without being particularly relatable.

My inspirations here are recent works with more of an emphasis on psychology. R. Scott Bakker's fantasy epic Prince of Nothing trilogy, and its follow-up, the currently on-going Aspect Emperor series, has a new take on the Tolkien-derived orc concept. The Sranc are derived in perverse fashion from the Tolkienian, elf-like Nonmen--making them analogous to orcs in more ways than one. The sranc are unreasoning marauders with beautiful Nonmen faces, who roam in large packs, and seem only semi-intelligent, but can employ weapons. Unlike Tolkien's orcs, the sranc explicitly derive sexual pleasure from their violence. Here's a descriptive passage from The Judging Eye:

"Running with rutting fury, howling with rutting fury, through the lashing undergrowth, into the tabernacle deep. They swarm over pitched slopes, kicking up leaves and humus. They parted about trunks, chopping at the bark with rust-pitted blades. They sniffed the sky with slender noses. When they grimaced, their blank and beautiful faces were clenched like crumpled silk, becoming the expressions of ancient and inbred men.

Sranc. Bearing shields of lacquered human leather. Wearing corselets scaled with human fingernails and necklaces of human teeth.

The distant horn sounded again, and they paused, a vicious milling rabble. Words were barked among them. A number melted into the undergrowth, loping with the swiftness of wolves. The others jerked at their groins in anticipation. Blood. They could smell mannish blood."
Like the neurosurgery patient turned serial killer in Crichton's The Terminal Man (1972)--violence seems to be wired to directly to pleasure areas of sranc brains. Presumably, this was done, along with the physical changes, by the No-God, who warped the sranc from Nonmen stock.

Another species or subspecies with modified neurocognitive structures are the vampires from Peter Watts' 2006 science fiction novel Blindsight. On Watts' website there's a rather clever PowerPoint-type presentation that details the fictional history how the search for a gene therapy for autism lead to the discovery of the genetic basis of vampirism. In Watts' novel, vampire (or as Watts would have it, Homo sapiens whedonum) brains are much better at certain types of pattern recognition and information processing than standard humanity--but are also violent, and totally lacking in empathy.  In other words, what we would call rather extreme sociopaths.

So what does this all mean for the orc? Well, it seems to me that orcs in the world of Arn, like Tolkien's orcs or Bakker's sranc, are the products of biothaumaturgical engineering. The base human (or other hominid) stock employed was twisted to create shock-troops for war--an intelligent creature imprisoned by a brain hardwired for hatred of all beings non-orc, and deriving a great deal of neurologic reward from inflicting violence. Individual orcs will vary in the degree these traits are manifest, and half-orcs even more so, but orcish brains make them what they've always been--the implacable enemies of man.

Tuesday, April 20, 2010

An Annotated Appendix N for Arn

For those who follow, or have occasionally enjoyed, my posts on my current campaign setting--the continent of Arn--I thought the a lists of its inspirations might prove of interest.  There are a myriad of smaller inspirations (including a lot of nonfiction) which have added details to "fill out" the whole, but these are the biggest influences, and the reasons why:

Books:
James Branch Cabell. Jurgen, The Silver Stallion, and Figures of Earth (in order of influence). Cabell's ironic tone and mannered, roguish characters, are a big influence on how I portray NPCs in the campaign, and the elaborate, almost farcical cosmology, has some influence on the world's interactions with the multiverse.

Robert E. Howard. While I love Howard's work, he's not a big influence of the current conception of Arn, but "The Hyborian Age" essay was one of the earliest influences, and I can still see its traces.

Fritz Leiber. The Fafhrd & Gray Mouser stories. Beyond the "implied setting" of D&D, these are probably the biggest inspiration. "Ill Met in Lankhmar", "The Adept's Gambit", and "The Cloud of Hate" are probably the most pertinent.

Clark Ashton Smith. The tales of Hyperborea were a strong general inspiration, and to a slightly lesser extent the Zothique cycle stories, particularly "The Back Abbot of Puthuum." The tales of Averoigne were influential on the development of Llys and the Llysans (particularly "The Holiness of Azédarac", "The Disinterment of Venus", and "Mother of Toads").

Games:
Aaron AllstonWrath of the Immortals.  Though I not a fan of much of its execution, the basic portrayal and conception of the Mystaran Immortals influenced the Ascended of the world of Arn a great deal.

Frank MentzerBECMI Dungeons & Dragons.  The "end game" of immortality was the inspiration for ascension, and the seed of much of Arnian religion.

TV & Film:
Deadwood (2004).  The almost faux-Shakespearean but profanity laced dialogue of the folk of Deadwood, is how I imagine the urban-dwellers of Arn talking--but never seen to remember to try to replicate in play. Ah well. The mire streets, and ramshackle brothels and taverns of Deadwood also have a place in the Arnian aesthetic.

Reservoir Dogs (1992) and Pulp Fiction (1994).  Tarantino's loquacious rogues are good models of Arnian adventurers.

Friday, April 16, 2010

You Meet in A Tavern...

Ah...but which one?

Here are a couple of answers to that question from the streets of Terminus, city on the River Fflish, in the south of Arn.

The Green Griffin Inn
The Griffin is a sometimes rough, always busy inn and tavern favored by adventurers new to town. There is a 50% chance of a fight of some sort erupting on any given evening. The lower level holds a common room with several tables, a bar, and a kitchen in the back. The upper floor holds a small number of rooms. The laconic barkeep is named Azgull, but called Az. He's a black-haired and moustached man of middle-years, often with a severe expression and wary eyes. He's also a former adventure (Fighter 4). He'll answer reasonable questions about what he's seen or heard (in as few words as possible), but when he's done, he's done, and no amount of charm will cajole more. Coin occasionally will.

There are usually 1-2 serving wenches working at all but the latest hours. They sometimes make extra money from prostitution, or by selling-out hiding lawbreakers to the City Watch. There's a 30% change that one of the barmaids on duty at any given time is Not What She Seems.

The proprietor of the Griffin is Gelsh Zem, called "Gelsh the Whiner" (behind his back). Gelsh is a smallish, balding man, with eyes that dart like spooked birds, and a bobbing Adam's apple. His anxiety is no doubt increased by the fact that the previous owner (his uncle) was slain by a drunken Kael barbarian a few months ago. Gelsh speaks in an overly officious manner, and is obsequious to the those he from whom he has something to gain, and rude to those he views as beneath him.


The Lion's Den Alehouse
Located near public baths catering to soldiers, and former soldiers, the Lion's Den tends to attract a warrior clientele, though its not exclusive. There are rarely any fights in the Lion's Den. It's the best protected tavern in the city--though this does not mean on duty watchmen are welcome.  The structure is a long hall, popularly believed to have been the mead-hall of a Kael chieftain when Terminus was only a village, called Meln. Long tables with benches run down the center of the room, with small, round tables in the more private periphery. All of the wall decorations have a martial theme. 

The proprietress of the Den is called Deela. She is handsome, well-muscled woman with mannishly short, blonde hair. She's friendly, but no nonsense, as those that cross her discover. Though she only ever speaks of her past obliquely, she is an Arnian peasant girl turned camp-follower of a mercenary company, then mercenary, and finally, mercenary captain. She respects skill and arms, but also artistic talent--a former lover, for whom she still carries a torch, was an actress and musician. The Den is run with military precision by a former sergeant (Fighter 5) of her company, Bernal Obrek, a ruddy-complected, bear of a man, with a bald head and thick moustache. Bernal is a fine cook--and deadly with an iron-banded cudgel or, should the need arise, a warhammer. If Bernal takes to a visitor, he will point them in the direction of the patrons who are likely to be the highest paying employers.

At any given time, the Lion's Den will be patronized by mercenaries looking for work, or captains looking to hire fighting-men. Protecting caravans from Kael banditry, or pacifying rebels or bandits (the two typically being one in the same) in the Dharwood. There is a 30% chance that there will be a Llysan filibuster or their agents present to recruit the gullible or desperate for conquest and glory.  They promise pay, and ultimately, land in the conquered territory to any man who will follow.

Thursday, April 15, 2010

Peoples of Arn: the Hazandi

The itinerant and enigmatic Hazandi can be found throughout the known world, but their numbers are larger in Arn than anywhere save the petty kingdoms of Erida's Bandit Lands. An ancient and fiercely independent folk, Hazandi wander in caravans, travelling wherever they will. This tendency, abetted by their insular nature, no doubt forms the basis of the distrust with which they are sometimes viewed. The Hazandi hold their way of life as part an ancient agreement struck between them and the two gods (a male principle and a female principle) which they believe rule the universe. They assert that the twin deities will provide for any Hazandi--so long as he or she is wise enough to make use of their divine generosity. Usually this means living off the land's bounty, but it can also be applied to exploiting the needs or gullibility of outsiders. Their caravans visit the towns and villages of settled folk to trade items acquired in their wanderings, earn coin by entertaining, fortune-telling or hawking folk remedies—and on occasion outright theft from the unwary.

Hazandi have their own form of mysticism, which likely has its origins in the vast lands of Urda, east of the Eridan continent. They commune with their twin gods, consult ancestral spirits, and treat with lesser spirits of nature, through the use hallucinogenic substances, and ecstatic rituals. Hazandi women in particular, are held both within their culture and without, to be born with the second-sight, and ability to perceive invisible spirits. The Hazandi spiritual system is strongly aniconic, but they often scandalize other cultures with their frequent use of erotic representations, particularly of generative organs in various degrees of stylization.

Hazandi bands are often made up of a few extended families. Bands are led by a headman, but all adult members of the tribe are allowed to speak at councils. Women are usually the spiritual leaders, and magical ability is thought to pass through maternal lines. Hazandi of both sexes join secret societies whose membership reaches across bands. Each society has its role in Hazandi culture, and its own closely guarded rituals.

Hazandi typically have tanned to olive skin tones. Their hair color ranges from auburn to black and is often worn long by both men and women. Tattooing is not uncommon among the women of the Arnian Hazandi, who favor geometric patterns on their arms and hands, or sometimes cheeks. Hazandi dress is colorful compared to the other folk of Arn, and when entertaining, often revealing.


MANY HAZANDI (Roll d20, 3 times):
1. Can play a musical instrument.
2. Don't reveal their real name to outsiders.
3. Swear "by the holy tryst!"
4. Believe in the evil eye.
5. Wear rings on multiple fingers.
6. Can do card tricks.
7. Sing bawdy songs.
8. Will sale a nostrum remedium to anyone with any ailment.
9. Like to party with elves.
10. Seem to be related to every other Hazandi they meet.
11. Know someone who can sell you what you're looking for.
12. Speak Common with an accent.
13. Claim that talk of Hazandi thievery is a slander.
14. Have a "grandmother" with the second-sight.
15. Challenges others to knife throwing contests.
16. Has tattoos.
17. Has pierced ears and a pierced nose.
18. Can walk a coin across their knuckles.
19. Thinks Llysans are prudes.
20. Will remind Kael of their cultural blood-pact, if necessary.

SOME HAZANDI (d10, once)
1. Have the power to lay a curse upon dying.
2. Are on a secret mission for the society of which they're a member.
3. Are outcasts under a mark of death.
4. Have the second-sight (or think they do).
5. Are of another race, but were raised Hazandi.
6. Have a portentous birthmark.
7. Are running an elaborate confidence game.
8. Have taken a non-Hazandi name.
9. Always draw attention with their manner of dress.
10. Have a twin with whom they share a psychic connection (or so they say).

Wednesday, April 14, 2010

Every Picture Tells A Story

Here are some pics I gathered.  Some were snagged for posts already written, but unused.  Others have yet to find their proper place...

The streets of Terminus, in southern Arn, at nightfall...


An audience with an Onirean potentate...


Pnathfrem Lloigor, crime boss in Terminus, finds your story dubious...


Eerily, the Priest-King's concubine looks just as she must have in life, despite the millenia that have passed...

Tuesday, April 13, 2010

Post-Game Report: A Sea of Troubles


This past Sunday, we continued our Warriors & Warlock campaign, using a freely-adapted version of Paizo's Children of the Void in the Second Darkness adventure path. Our regular cast:
Brother Gannon - Is he thief, monk--or both?
Renin - Mind-mage out to save the world who hates and fears him. Or something.
Zarac - He loves only gold...but he really likes his sword.
Things looked bleak for our heroes and their attempt to get in on the "skymetal rush" on Devil's Elbow Island after the fall of a star--and a resultant tsunami that wrecked Raedelsport's harbor. Luckily, a merchant-speculator, Tavrem Kalus, had come to their aid with an offer of passage on the only ship available--for a forty percent cut of the profits, naturally.

The party had dinner with Captain Djosspur Kray aboard his vessel, the Flying Cloud. Mainly, this was a chance for the Captain to grill the three on what their objectives on the Devil's Elbow were, and to deliver some exposition about the island's curse! Said curse involved a siren named Ysersei, and made its dread presence felt in the form of Brother Gannon's player's inability to pronounce the siren's name, even with the other players' couching.

The dinner was interrupted by the sound and smells of burning. Rushing up to the deck, they found black-clad saboteurs setting fire to the sails. Gannon dispatched one with a quickly thrown dagger. Renin mind-blasted one from the mast. Zarac rolled too low on initiative to do aught but shout encouragement.

Despite their style of dress, the saboteurs were no ninja. More like non-ja. They beat a haste retreat over the side of the ship. Quick thinking Renin telekinetically dipped a barrel in the ocean and used it to douse the sails. Gannon and Zarac apprehended the two fallen saboteurs--who were unconscious and didn't really put up a fight.

The Captain set his crew to repairing the sails, and gave the party leave to conduct the interrogations as they saw fit. Two captives meant two interrogations. Renin proceeded with mind-reading his captive. Zarac and Gannon planned to resort to "harsh interrogation techniques," but finding the W&W rules required a full day for really good torture, they decide just to Intimidate.

The two saboteurs sang the same song: the party's old nemesis, now supposed business partner, crime boss Clegg Haddo hired them to make sure no other ships got out of the harbor. The party at first takes this as a personal attack, but later decided it was just Haddo hedging his bets against everybody. As thanks for the information, the saboteurs get thrown overboard still tied.

The repairs were completed by dawn, and the Flying Cloud crossed the eighteen miles to the Devil's Elbow. The closer they got, the more nervous Captain Kray was. He found a good reason to be--as soon as they docked, they were approached by a ragged group coming out of the forest, asking passage back to Raedelsport. These few were all that's left of the mixed human and dwarven mercenaries hired by the Lord Mayor of Raedelsport to get the skymetal. The leader of the expedition, Urumdarru Goldhammer, told a story of strange, deadly creatures lurking in the forest, who passed on a horrifying contagion to men they killed.

Kray is ready to go now, for sure, but promises to pick the party back up in three days time. The three adventurers are left on the docks with the sea to their backs, and the foreboding forest in front of them.

TO BE CONTINUED...

Monday, April 12, 2010

Two Faiths

I've alluded to the predominant religions of Arn and western Erida in a couple of places before, but I'll present them here in more detail. The two faiths are related historically and tend to be able to co-exist without much conflict, though this varies with time and place. As with any widespread religion in the real world, they are understood and practiced in a variety of different ways by adherents in different areas, but the essential elements are presented here.

The Church of Ascension
When Ahzuran achieved apotheosis and became God-Emperor of Old Thystara, he set in motion drastic changes in the traditional religion of the empire. The old gods were no longer seen as the unknowable creators of all, but instead as beings in a higher state. With a living God-Emperor, it was natural that his cult would become preeminent, and the cults of the other gods suffered as a result. It's possible that sectarian violence might have ripped the empire apart, and it certainly weakened it, but its dissolution was forestalled by the establishment of the Concordant. This allowed the continued existence of the old cults with some modification under the authority of the new church.

Authority within the church is nominally centralized, at first in the person of the God-Emperor, then later in the Hierophant, who is taken to be Noble Ahzuran's representative on Earth. The size and complexity of this task for those of less than Ascended capabilities often makes the authority essentially ceremonial, however. The major cults of the old gods (Seiptis, Æternus, Illumé, etc.) and the Ascended which arose in Ahzuran's wake (Ffalstagg, Illyra, etc.) have seats on the governing counsel who advise (and elect) the Hierophant.

The principle doctrine of the Church of Ascension is that man may achieve apotheosis by following the ancient paths rediscovered by Ahzuran. Acension is achieved by deeds which may be beyond the power of many, but piety will at least guarantee the faithful who don't ascend a place in the afterlife ruled by their patron Immortal.

Clerics of the Church of Ascension, not only pursue the paths of Ascension themselves (for the greater glory of the Church, of course) but aid other adventurers in this quest. They play a role in helping the church hierarchy determine the fitness of new godlings or entities encountered to be added to the Annals of the Ascended for the purposes of recognition and veneration.


The Issian Church
Over a century after Ahzuran moved beyond this plane, leaving his empire and church in the hands of mortals, a Thystaran man named Issus claimed to have a revelation. Issus proclaimed that, in a vision, Ahzuran and other great Immortals had shown him the truth--that Ascension was a state all men deserved. However, the arduous paths to Ascension, achievable only by a few, were not the true way this was meant to be done. Ascension only worked because the one true god, the solitary and increate Source of All, had made the multiverse in that way. Ascension wasn't godhood--just one a step closer to communion with the godhead. With faith and adherence to moral teaching, anyone could achieve that state--and more--upon death. The "gods" of the Church of Ascension, and the ancient cults, were re-conceived as saints, who were not to be worshipped, but venerated for the lessons they taught man through their life and travails, and the intercession in worldly events they might provide.

Issus is said to have been martyred (though the details of this is one of the church's mysteries) and to have ascended beyond any other. His teaching were popular and spread among the poor and disenfranchised of the Thystaran Empire. The nascent religion was unable to gain a significant foothold within the halls of power, and remains a small cult in its native land to this day.  In the more rural colonies and provinces, the Issian faith proved more popular, particularly as the Empire began to decay. After the Empire's fall, Issianism became the preeminent religion of Western Erida--particularly in Llys and Staark.

The Issian Church is much less hierarchical than the Church of Ascension. Each Issian state had its own autocephalous hierarchy, but all recognized each other. This changed with the diabolic transformation of the Llysan branch of the church. The Issian Church of Llys transplanted to Arn is even less heirarchial with individual church's essentially asserting independence, though they tend to cooperate with each other.

Clerics in the Issian Church are interested in helping the poor and downtrodden as mandated by their belief (particularly those suffering under the yolk of evil (i.e. rebellious) ascended), and in expanding the temporal power of their church, both by proselytizing to the unfaithful, and filling the church coffers with treasure.

Thursday, April 8, 2010

Peoples of Arn: Llysans

To the east, across the sea from Arn, lies the diabolical apostasy of the Kingdom of Llys. Though a former colony of Thystara, and a former bastion of the Issian faith, a cruel and foolish king opened the door for a revolution supported by diablerie, and the rise of a new aristocracy who treat with the denizens of the Hells to support their decadent rule.

Centuries ago, before the fall to infernalism, Llys sought in religious zeal to expand into Arn. Eastern areas of Arn fell under their sway, and crusader fiefdoms were established. Under later, inept monarchs, these fiefdoms gained greater and greater independence. After the revolution, Llys was in no position to reassert control, and in fact, the expatriate Llysan population in Arn was bolstered by refugees. This region continues as a remnant of Llys-that-was within Arn. Later, young Llysans nobles and even veteran commoners came to Arn as filibusters, seeking to reclaim the old territory and conquer new in the name of their dread queen--but mostly for their own enrichment and glory.

The majority of Llysans trace their ancestry to the sharp-featured Deaslith people of Llys and the Old Thystaran Empire it sprang from. Most have dark hair and eyes and pale skin, though many in Llys, and many more in Llysan Arn, show the traits of admixturing with the fairhaired, and often ruddier complected, Ilsdaana peoples.

Llysans have a reputation as aesthetes, and sticklers for concerns of honor and etiquette. They are often stereotyped as vain and supercilious by other ethnic groups of Arn, but also as highly cultured.

MANY LLYSANS (roll 1d20 3 times):
1. Think of themselves as superior to other cultural groups.
2. Proselytize about the glories of Issus the Revelator.
3. Dress in the finest garments they can afford.
4. Take pinches of analeptic zauphur snuff from tiny snuff boxes.
5. Deride those not of the Issian faith as heathens.
6. Have their family coat of arms on their shields or surcoats.
7. Call the Kael "savages."
8. Pray to Issus before battle.
9. Quote Thystaran or Llysan literary works.
10. Defer to their social "betters."
11. Expect their social "inferiors" to defer to them.
12. Use peoples formal titles, and expect the same courtesy.
13. Duel over offenses to their honor.
14. Wear perfume.
15. Fastidiously trim their facial hair (if applicable).
16. Know courtly dances.
17. Prefer wine to beer or liquor.
18. Think all Hazandi are thieves.
19. Claim chastity as a virtue, but don't practice it.
20. Aspire to restore the Issian faith to their homeland.

SOME LLYSANS (roll 1d10 once):
1. Are diabolists--perhaps secretly.
2. Carry folding fans.
3. Are paupers, but live beyond their means.
4. Pretend social rank they don't have.
5. Are the illegitimate child of a noble.
6. Regale companions with the deeds of obscure (perhaps fictional) Issian saints.
7. Have a weapon of quality, which is a family heirloom.
8. Compulsively vow to do various valorous deeds.
9. Carry the favor of a mysterious paramour.
10. Have a lackey or squire.

Tuesday, April 6, 2010

The Gonne-Slinger

"The man in black fled across the desert and the gunslinger followed."
- Stephen King, The Gunslinger
A gaunt revenant stalks the wastes of the world of Arn.
No one knows what sorcerer summoned this entity from some alternate material plane, nor what sorts of strange magics animate his deathless form, nor what blasphemies are held back by his rawhide-sown lips. Perhaps he was called forth with the sepulchral sorceries of the Tomb-Lords of Amenti, or perhaps he's wandered since the days of the God Makers, themselves.

Whatever the case, the grim walker may be encountered randomly in sparsely inhabited deserts and badlands across the world. He is a tall, almost skeletally thin man.  His weathered skin has the corpse-pallor of the undead. Beneath the wide brim of his hat, his eyes glow with blue-white witch-fire. His dust-colored long-coat flaps in the breeze--even when there isn't one. 'Round his waist is a low-slung leather belt, and odd scabbards--holding even odder weapons--hang on either side, strapped to his thighs.

The sole weapons of the man are cunningly wrought gonnes in miniature. These weapons fire fast, and they never need to be reloaded. Those who don't die on the battlefield from their eldritch shot typically succumb later to a wasting sickness, unless clerical magic is used to cure the disease.

This bounty-killer from the Outer Dark may be hired by leaving a piece of paper, with the likeness of the person to be killed drawn upon it, in a ruined (and so unconsecrated) church of a lawful good deity in a ghost-town in the wilderness, or at the edge of a desert or waste. He will only accept a commission from a person once in their life. The price for the killing is variable, but always includes gold--and ages the would-be employer in the bargain.

Mechanics: The Gonne-Slinger can be tailored to fit the needs of the campaign. Warriors & Warlocks stats for my current game aren't as easy, but here's some Old School-ish guidelines: I'd suggest a rough level of say the AD&D Fiend Folio Death Knight (AC 0, HD 9, Magic Resistance: 75%) though with a number of attacks reflecting the RoF of his guns (3 shots/round, maybe?). The cost of the killing should be based on the hit dice of the target, and perhaps the aging should, as well. Despite his undeadish nature (and the resistances/immunities that might imply) the Gonne-Slinger can't be turned, commanded, or destroyed, and is immune to the effects of holy/unholy symbols, holy water or the like.

Monday, April 5, 2010

The Peoples of Arn: The Kael

The Kael hold sway over the wilds in the northern reaches of Arn. These ethnically Ilsdaanan (mostly fair-skinned and -haired) tribesmen once held all of Arn, only allowing the Hazandi gypsy-folk--with whom they have an ancient blood-pact--to pass unchallenged. The coming of the forces of the Thystaran Empire changed all that, leading to years of warfare. Whole tribes of Kael were lost, and their names are no longer spoken. Gradually, the tribes were pushed further and further into the less hospitable hills and broken lands of the north.

While they still claim all of Arn as their ancestral right, the Kael only control the areas of the Ael-Uthaidd Plateau, Shielddome, the Delanoch Hills, and the Chailéadhain Highlands. The loss of the south is an ever bitter draught, and the young and disaffected tribesmen still launch raids against those they consider interlopers.

There are seven tribes of the Kael. These tribes are divided into bands, which are in turn divided into local groups composed primarily of families in of one matrilineal clan. Marriage within clan is not permitted.

Kael are predominantly pastoralists, though some live a completely nomadic lifestyle following auroch herds. Though war and raiding is generally considered the province of men, both boys and girls are trained to ride, and in the use of the bow and spear. A Battle Woman (seen as being imbued with the spirit of the war goddess) accompanies war-parties and gives counsel to the male leader on the treatment of prisoners and the division of spoils.

Inspired by the random tables originating in Aaron Kesher's "The Devil's in the Details" in Fight On!, here are a couple of tables to flesh out cultural/personality quirks of Kael characters:

MANY KAEL (1d20 3 times):
1. Dislike cities.
2. Prefer to sleep in stables near their horse.
3. Take trophies (scalps, ears) from defeated foes.
4. Treat elves with deference--and wariness.
5. Sing tribal war-chants before battle.
6. Have tattoos in geometric patterns.
7. Have tattoos of stylized animals.
8. Think battle-scars make them more attractive.
9. Name their favorite weapon.
10. Try to interpret their dreams to divine the future.
11. Have a mohawk haircut.
12. Spike their hair to look fierce.
13. Are afraid of ghosts.
14. Have an idiosyncratic taboo placed on them at birth.
15. Are illiterate.
16. Talk to the stars as if they're family elders.
17. Are mistrustful of magic-users and call them witches
18. Believe having a dwarf in a party is a auspicious omen.
19. Believe weapons have spirits.
20. Take new names to reflect noteworthy deeds.

SOME KAEL (1d10 once):
1. Are hiding from an arranged marriage.
2. Call all non-Kael or Hazandi humans "Thystari."
3. Smoke djesha-leaf immoderately
4. Have a feud with another Kael clan.
5. Have a totem animal they won't kill.
6. Attach feathers to their spears.
7. Think halflings are funny--even the anthrophagous kind!
8. Find non-Kael exotically attractive.
9. Speak the common tongue without an accent.
10. Are fascinated by civilization.

Sunday, April 4, 2010

A Plague of Goblins

"Let him not breed in great numbers, for he will make a desert of his home and yours."
- Planet of the Apes (1968)
Goblin plagues are suffered in the less settled areas of the world, particularly in the lands of Arn, though they have been known in the wilder parts of the Eridan continent, as well. They are more common in places which lie near ancient ruins. In such an infestation, tens, perhaps hundreds, of goblins swarm forth from underground dens or nests. They overrun manor, hamlet, and village, and have even been known to assail the gates of small cities.

No one knows what spawns goblins, but it is certain they don't reproduce in the manner of most humanoids. All goblins seem to be of the same sex, though in truth, this is something of a conjecture. Smaller goblins, perhaps immature ones, are seen among their swarms, but never is any parental nurturing or concern offered them by any of their fellows.

It's difficult to guess the intelligence of goblins. There's no questioning their cunning, but they don't structures or make tools, behaving only as brute beasts. This may be more preference than lack of capacity, as there are reports of them taking up knives and even smallswords and brandishing them in deadly mockery of men. Though they may wear rags or stolen bits of clothing or armor as rude decoration, they are just as happy to go naked.

When swarms of goblins pour forth from the underground, they tend to move toward human habitations, though wild animals will sometimes suffer their assaults. While popular entertainments have made much of the mischievous nature of goblin attacks--their crude pranks, surprise scares, and harassment of livestock--their deadliness is not be discounted. Typically, the actions of the swarm escalate from behaviors which create fear or annoyance to outright attacks with their sharp teeth, stolen weapons, fire, and large numbers. They have been known to consume humans they kill, but that seems to be an after-though.

The infestations may last as little as a night or two or as long as a month, depending on the amount of resistance they encounter. If the swarm doesn't end of its on accord, it can be dispersed by killing a quarter or more of its number.

Scholars have attempted to discern how goblin plagues may be predicted. Folklore suggests that they are "summoned"--perhaps by children entering puberty. Adolescents suffering from the anxiety of an unwanted betrothal, the birth of a new sibling, or other sorts of emotional duress are thought to become unwitting "Goblin Kings" or "Goblin Queens," and call forth their subjects in some psychic manner.  Naturalists remained unconvinced but are at a loss to explain the tales of goblins paying rude homage (in imitation of human courtly deference) to a single child in a decimated village or attempting to abduct such a child without harming them in any other way.

Thursday, April 1, 2010

Down There: A Conceptual Tour of the Lower Planes

In my current campaign setting, I'm working within the bounds of the traditional AD&D "canon," but trying to wring somewhat novel and interesting (at least to me) interpretations from it. One of these elements is the "standard model" of D&D cosmology--what's sometimes called "The Great Wheel."

As portrayed, it's a bit literal and mechanical, which is a shame because at its core its a crazy enough mashup concept to appear in a mimeographed pamphlet left in public places. Bissociation should be the watchword here. Or maybe multissociation? I think the planes can (and should) be both other realms of consciousness and physicalities. Conceptual overlays on the material world, and places where you can kill things and take their stuff.

To that end, I decided to riff on the concepts of the planes, and see what associations they brought out. Not all of these will be literalized in the version of the planes visited by adventurers from the world of Arn, but all of these associations might inform how I presented the planes and the alignment forces they're of which they're manifestations or vessels. Maybe later I'll get into all the heady faux-metaphysical theory I devised behind all this. Or maybe I'll xerox my on crackpot tract.

Anyway, I figured the best place to start was a trip to hell.


The Abyss: The Abyss is the best place to start as it was probably the first of these planes to exist--the formless, primordial chaos, tainted only by Evil. An Evil that emerged, ironically, only after a material world appeared to be appalled at, and to yearn to destroy. Without creation, destruction would just subside into roiling chaos. AD&D cosmology gives us 666 layers to the Abyss, but I suspect the Abyss is infinite. Maybe its the demon lords that number 666--and the so-called layers are really the lords. Maybe all the other demons are merely extensions of their substance and essences--their malign thoughts and urges accreted to toxic flesh. They're like a moral cancer maybe, seeking to metastisize to other planes and remake them in their image--or maybe madness is a better analogy, if we're talking about the kind of madness that afflicts killers in slasher films. A psychokiller madness on a universal scale.

Tarterus: This plane is later called the Tarterian Depths of Carceri or just Carceri. I'm calling it the Black Iron Prison, because it fits, and because it recalls Phillip K. Dick's VALIS and The Invisibles. It's called the prison plane--which the Manual of Planes interprets a little literally. Not that it isn't all the obvious bad things about prisons, but its also got a Kafka-esque quality, maybe. Most souls don't know why their there and don't remember how they got there. And watch what you say 'cause the bulls have informants all over. You wait and wait for a promised trial that never comes. I suspect souls get "renditioned" from the material plane and brought here for angering a god or an Ascended. The gaolers (as Lovecraft would have it) are the demodand or gehreleths. Demodand is an interesting name as it probably comes from Vance's "deodand" which is a real word meaning "a personal chattel forfeited for causing the death of a human being to the king for pious uses" which may (or may not) hint at some sort of origin for the demodands/gehreleths. It's also interesting that the kinds of demodands--shaggy, tarry, and slime--are all related to things that can sort of be confining or restricting.

Hades: Later called the Gray Waste (a better name, I think), it's a plane of apathy and despair. There's some Blood War nonsense later, but apathy and despair is a theme to conjure with. It makes me think of Despair of the Endless from Sandman and her somber realm of mirrors. The Gray Waste is depression and hopelessness actualized. Not the sort of place for adventures, maybe, but a place good for some creepy monsters to come from.

Gehenna: Later called the Fourfold Furnaces, or the Bleak Eternity of Gehenna. This is the plane of the daemons, later yugoloth--which is suitably Lovecraftian. Daemons I liked in Monster Manual II because they were sort of "the new fiends" that seemed fresher than demons and devils, which were kind of old-hat by that time. As neutral evil, the daemons have nothing to motivate them but evil, really. The various alternate names of the plane make me think of Jack Kirby's Apokolips and its ever-burning fires--Gehenna has an assocation with fire anyway, going back to its origins as the Valley of Hinnom. Like the denizens of Apokolips, I think daemons should represent evil in various forms from banal to sublime. The Bleak Furnances fire the machineries of war. Being close to the realm of lawful evil, they sometimes dress up in the trapping of law, but its just fancy uniform facade. The whole place might appear as an armed camp run by tin-plated fascists. There are secret police, and propaganda bureaus, and sadistic experiments.

The Nine Hells: Later Baator, which doesn't work as well. This is the realm of the fallen--not the romantic, Miltonic rebels, but the fascist generals who tried to stage a junta and got exiled. Sure, they dress it up in decadence and "do as thou wilt" but really they're all oppressive laws and legalistic fine-print. And every one of them thinks they'd be a better leader than their boss, so they plot and scheme while playing it obsequious and dutiful. Some of the devils might say they're still fighting the good fight--that they do what they do to preserve the system from the forces of chaos. A multiverse needs laws after all, they say. That's all just part of the scam.  Still, I like China Mieville's idea of New Crobuzon having an ambassador from hell.  Maybe no city in the world of Arn has an infernal ambassador, but at least Zycanthlarion, City of Wonders, has sort of a "red phone" that can get a high-placed devil on the line.  After all, better the devil you know...

Monday, March 29, 2010

The Phantasmagoric Lantern of Kulu Tu

The exact number of these items in existence is unknown, but it's theorized to be less than seven. Tavern-tales attribute their creation to the infamous Kulu the Illusionist, but these devices are actually the products of an unknown--though no less malign--genius.

These devices appear like any other mundane example of the primitive slide-projectors known as magic lanterns, the only difference being there is no way to change the slide being projected. When activated by placing a candle inside, the device projects strange and unsettling images of distorted, ghost-like figures and beasts. The projected image is larger and more distinct when a magical light-source is used, like a hand of glory, for example.

The image projected is no static scene, but a glimpse of the Negative Material Plane. The longer the device is left on, the thinner the "skin" between worlds becomes until the beings, the phantoms, from that plane are able to enter the Prime Material. When seen in the wan light of the projector the phantoms are ghostly pale, but when they pass out of the projector's cone of light, they become deep, featureless shadow. Their touch drains living things, indeed their very presence can can cause the wilting of nearby plants.

When the phantoms first emerge into the Prime Material, they may be given the name of a single individual. This individual the phantoms will seek out and drain with their life-stealing touch until he is dead. The phantoms are able to travel at great speed, perhaps by traversing between points of mundane shadow, so distance is no obstacle, but it does take time for them to locate the individual (by what ever eldritch means they utilize) and this process seems to take longer for more distant targets.

If they are prevented from getting to the individual, they will continue to try to do so until they are destroyed, or they dissipate. Phantoms drawn forth by light from a normal candle or other mundane light-source can only hold coherent form for twenty-four hours in the Prime Material, and every moment spent in bright sunlight doubles the rate of dissipation. Phantoms drawn forth by a magical light-source in the lantern will last for a week, or perhaps more, depending on the potency of the magic used, but are still just as susceptible to bright sunlight.

The wise user never allows more than three phantoms to emerge before extinguishing the lantern. More than that number, and the phantoms become likely to act more willfully, killing the summoner and anyone else they find rather than heeding a command. If the lantern is left lit and unattended, phantoms will continue to emerge until the light-source burns itself out, and wander out into the world with undirected malevolence.

The lantern can be used to study the beings of the Negative Material Plane, but only if care is taken to limit the length of its usage so that no phantoms emerge.

Sunday, March 28, 2010

A Page of Sages

"It is not well for men who come seeking sage counsel to cast fleers before them. Nevertheless, I am today in a merry humor and will give ear to your problem."
- Ningauble of the Seven Eyes, "Adept's Gambit" by Fritz Leiber
Need a translation of some hieroglyphs from a long-dead culture? Or maybe an antidote for an exotic drug? Or perhaps you need a way to defeat an old and powerful dragon?  Well, here are a handful of scholars and experts of various stripes from the world were is found continent of Arn who might be able to lend a hand...


Mnaurmon Lloigor: Thystaran scholar and historian, perhaps the greatest of the age. Mnarmonos Liguros (as he's known in his native tongue) operates out the Museum of Thystara established by Emperor Ahzuran. Mnaurmon appears as the stereotypical sage--long white hair and beard with a slightly disheveled appearance, bespeaking a lack of concern with such things. He has something of a temper and doesn't suffer fools well, but reserves a great deal of charm for women. In fact, Mnaurmon has a well-developed appreciation for feminine beauty, and is almost always accompanied by a well-endowed famula who acts as his scribe. Mnaurmon is sought for his knowledge of history, particularly in regard to the rites of Ascension, and the ruins left by the mysterious Dungeon-Builders. Given his access to ancient Thystaran scrolls, he has a good chance of locating information even if he doesn't have it immediately at hand.

Athas the Strong: is a powerfully built Thystaran man who looks more like a wrestler or gladiator than a sage. Dressed only in simple clothes and carrying few possessions, Athas wanders the world striving to learn the secrets of unifying mind and body, and developing the twain to their highest potential. It is said that Athas has already advanced those arts to an amazing degree, and achieved superhuman abilities. Tales (no doubt exaggerated) say that he has the strength of a giant, and that his skin can turn a blade. Athas teaches unarmed martial arts, emphasizing the mind-expanding aspects of their practice rather than violence--though he is certainly unafraid to use violence if the need arises. Beyond teaching fighting techniques, Athas is sought out for his almost mystical ability to discern critical weaknesses in any opponent, even those only susceptible to magic, otherwise.

Gwynhumara Star-of-Dusk: a striking, dark-haired, tattooed, Kael woman, beginning to approach middle age. Known as a wise-woman, among the tribes in Northern Arn and beyond, for her knowledge of monstrous creatures and how they can be hunted and defeated. The abandoned nests of dragons, the spoor of bulette, even the scat of the dread tarrasque, are arcana she has mastered. Gwynhumara is unlikely to leave the lands of her tribe, but those who make the effort to find her may gain the benefit of her wisdom if they bring a gift and show the proper respect. The more audacious the hunt, the more likely she is to give aid.

Tuvo brek Amblesh: Magister of the Library-University of Tharkad-Keln. Amblesh is a gnome--which means, in this case one, of the halflings native to the great library. He as a magister of the third-circle and prelector superior on the botanical and alchemical sciences, but--as the glyphs of his curriculum vitae on his giethi-stick suggest--he's highly knowledgeable on many topics. Amblesh is what one might call an "action scholar"--in the sense that, despite he's advancing age, he insists on doing fieldwork and frequently gets into trouble--not in the sense of being particularly adept at handling trouble. Luckily, he has a bodyguard,the amazon Zura Kai, to protect him when this occurs.


Amaranthine: Though she appears youthful, as with all elves, her appearance is deceiving--she is older than Thystaran habitation in Arn, at least. The aethyr woman who has called herself "Amaranthine" for the past few centuries, typically dresses in simple, but elegant robes of shifting-image, elvish eidolon-silk. She rarely ventures abroad, not even for the conclaves which gather most of her kind.  She prefers to spend her time on her small island in the middle of a tranquil lake in the Chailéadhain Highlands of Arn. Amaranthine is something of an oracle, but she prefers to deal in knowledge of the past as trying to make since of the tangled skein of futurity gives her a headache. Her most common service is to recall for a supplicant something they have forgotten--even something they have been made to forget by magic, or have lost through reincarnation. She also has a great knowledge of music, history, and--surprising given her isolation--current gossip of the elven community, though she is seldom sought out for these purposes.

Tuesday, March 23, 2010

Magical Mystery Tour: The Gnomes

As mentioned before, there are two types of beings called "gnomes" in the world of Arn. One is a scholarly group akin to halflings, inhabiting and maintaining the Library of Tharkad-Keln. The other are ultraterrestrials--extraplanar beings--who have been characterized as an annoying group of pilgrims, or even less charitably, as an infection of the Prime Material Plane. It is this second type of gnome that will concern us here.

Gnomes usually appear as diminutive men with nut-brown skin and large, amber eyes. There are reports of green-skinned gnomes, and youthful females, but these are more rare. No one knows if these different forms reflect real differences within the gnomish race, or are only affectations.

Their demeanor is often perplexing, as well. They often project a knowing amusement in their interactions with other intelligent species, but can at times view even the simplest and commonplace things with child-like wonder. Unless directly threatened, they often seem blissfully unaware of dangerous situations.

No one knows on what plane the gnomes arose. Some hold that it was the elemental plane of earth itself, given their connection with that element. Others hold that they hail from an alternate material plane with a higher concentration of elemental earth. Wherever they came from, they're now a race of travellers--though the purpose of their travels is mysterious.

Gnomes go anywhere there is elemental earth. They somehow dwell within--and move and communicate through--something they refer to as "tesseract networks" within the elemental particles of earth (which as all natural philosophers know are cubic in nature). Gnomes occasionally invite other sapients into their "networks," but those who return are unable to give coherent descriptions of what they have seen.

Certain species of mushrooms represent "nodes" in the gnomish network, and are places from which gnomes emerge into our plane. Consumption of these mushrooms expands the consciousness in unpredictable ways--sometimes allowing experiences of the areas around other nodes in the gnomish network, perhaps in other time periods, or allowing direct mental communication with the intellects of the gnomes themselves. The minds of other species don't always recover from these experiences.

Despite their alien nature, gnomes are generally friendly toward other intelligent races. They will often trade gems or precious stones, though the items they desire in exchange can't be predicted. They are often skilled mages and have been known to join adventuring parties for a time, when they can find one willing to put up with their eccentricities. They go and come as they please with no explanation.  Mostly, they observe with interest, as if the world was a play put on for their amusement.