Apologies for being behind in the prose! Your humble scribe was a little preoccupied last night, what with carving pumpkins in preparation for the Festival of Cats a few days from now.
Just because I was elbows-deep in gourd guts, though, it doesn't mean that the bards were idle. Sian Barraj is not a night to be trifled with, and songs are sung even if nobody is madly scribbling them down. Last night's song was a tale of yet another hero - well, in this case, heroine - of the ancient Elven realms, Alfarran of Eldendale.
Other than her iconic actions following the last battle in the War of the Worldqueen, not a lot is known about Alfarran. The line of Eldendale was a cadet branch of the Third House, which means that she would have been kin to Tior Magnus - possibly a grand-niece, or some sort of distant cousin. She was only a young maiden, but old enough to work, when she was kidnapped and enslaved by Maerglyn, the half-fiend daughter of Biardath. This probably occurred about the time that Maerglyn broke openly with her father (in the year 702 of the Age of Wisdom), and began building an army in the Deepdark with the assistance of her mother, the demonic sorceress Shannyra.
This suggests that Alfarran was probably born around the year 650 or so, or roughly the same age as Maerglyn herself, making them both about 60 years old when Maerglyn abandoned Harad for the underworld. She does not seem to have been involved when Maerglyn challenged and overthrew Biardath, took his wand, and used it to cast him beyond the Void, forever lost to the Universe (see Rune VIII of the Book of Tales, Evincum Rex Veneficus). This suggests that she remained below the surface when Maerglyn and Shannyra, after defeating Biardath, were overthrown by the Anari, led by Braea herself, and forced to retreat forever into the Deepdark.
More than 500 years pass before we hear of Alfarran again. After the Age of Wisdom came the Age of Battles, when the Kindred were hard-pressed by the newly-unleashed armies of Bardan, composed largely of the Speaking Monsters (the goblins, orcs, Uruks and ogres created from the bodies of the Kindred). As all know, the Elves won a brief respite from attack, at the cost of two of their finest warriors, Fineleor Orkarel and Anja Antaissen, but were eventually defeated in the year 1244 (year numbering carried on from the Age of Wisdom into the Age of Battles, because the latter was so brief). The final defeat of the Elves occurred at the Field of Oldarran, in the disastrous battle known as "The Gloaming of the Wyrms", where the High King, Yarchian Renovator, was slain, and the Alurenqua (the hereditary sword of the Elven Kings, forged by Tior himself) was lost.
The catastrophic damage caused by the wars was so great that Braea and Bardan agreed to forge the Dome of the Firmament to prevent the Powers from ever again nterfering directly in the affairs of Anuru. Because Tian, the Anari of Justice, had been pinioned to a mountaintop by her own sword since the dawn of time, one of the Uruqua had to be tasked to remain within the Dome, and Ekhalra the Witherer was given the task. She took the title of Queen of the World, and after the Dome was closed, she used the power and armies given her by her fellow Uruqua to crush all resistance to her profane rule.
One of those who resisted was Maerglyn, who had spent the centuries since her exile building an enormous kingdom beneath the surface of the earth, which she called the Fourth House of Harad - the Shadelven. Her demonic heritage combined with more than five hundred years in the darkness had driven her quite made, and she led her people against Ekhalra's armies, forgetting that the Worldqueen was one of the Powers of Dark. Ekhalra's forces crushed the Shadelven, and she slew Maerglyn personally, trampling her body into the earth. In the battle, the source of Maerglyn's virtually limitless arcane might - the Wand that she had reft from her father Biardath - was shattered, and its terrible power broken. Ekhalra is rumored to have kept one of the shards of the wand as a memento of the battle, but it is not known what happened to the others.
Except for one.
* * * * *
Palkinto Alfarranta
“The Prize of Alfarran”
(from the Tarusta Lehtori Kultainen)
Alfarran of Eldendale
was born to noble stead;
A scion of a mighty house,
of Hara’s lineage bred.
That storied line she honoured,
and vowed to serve it well,
Through ages when all Harad wept,
Her vow she honoured and she kept;
and keeping it, she fell.
Alfarran of Eldendale
was yet of tender years
When Mærglyn, Bîardath’s daughter,
drowned the Elven realms in tears
The tears fell all unnumberèd
o’er all that once-fair land;
And as Harad became a hell,
Alfarran, child of fortune, fell
a slave to Mærglyn’s hand.
Alfarran of Eldendale
toiled in the sunless dark,
Reft of her silken dresses,
and bearing her mistress’ mark.
For long and long she laboured
beneath that sunless sky;
Fettered and flogged, and starved for breath,
She longed for escape, and she prayed for death,
but was ne’er vouchsafed to die.
Alfarran of Eldendale
walked with the mighty flood
When dark-crazed Mærglyn forsook the deeps,
baying for Elven blood.
Forth to the realm of Yarchian,
renewer of Elven pride;
Mærglyn marshaled her minions fell,
Warded by armour and clever spell,
and the Elf-hosts fled, or died.
Alfarran of Eldendale
stood in her mistress’ train,
As Mærglyn strove with the Worldqueen,
and the realm was rent in twain.
Ekhalra laughed as the dark elves fled
from the darkness that she had spawned;
And she trampled her enemy’s lifeless shell,
And fed on her flesh and her bones as well,
and she shattered Mærglyn’s wand.
Alfarran of Eldendale
crawled from the wrack and ruin,
And hastened to Mærglyn’s fallen form,
limned by the Mother Moon.
She spat in mistress’ lifeless eye,
but her own were dry of tears
As she stooped to the sward and she took in hand
The heel of Mærglyn’s shattered wand
as a fee for her captive years.
Alfarran of Eldendale
fled from that field of woe;
But nowhere in Harad was free of death,
for everywhere trod the foe.
At length she came to the mountains,
fleeing the blood-washed plain;
And, vanishing into a narrow pass,
She fell in a swoon on the clean, green grass,
and surrendered to grief and pain.
Alfarran of Eldendale
slept still like a child fair
When Hjalmar, Priest of the General, spied
her sun-bright, moon-gilt hair.
Approaching, he woke her gently,
and was lost in her emerald eyes
Then was stunned as she placed in his trembling hand
The heel of Mærglyn’s shattered Wand;
her blood-bought prisoner’s prize.
Alfarran of Eldendale
died in his arms that night;
And Hjalmar interred her there in state,
‘neath Lodan’s absolving light.
He left no sigil nor marker stone;
no cairn o’er-watching stands;
But the Elven folk still recall her tale,
And rejoice that Alfarran of Eldendale
is at rest in her kinfolk’s lands.
* * * * *
Tales of a rag-tag company of adventurers confronting both dungeons AND dragons in the sprawling, magnificent multiverse of Anuru. And consuming lots of beer and chips along the way.
28 October 2007
25 October 2007
The Uruqua V - Miyaga and her Disciples
Seeing as how I've reached Miyaga in our review of the Uruqua; and seeing as how the party just, once again, bumped into Ally'esch'ya, the mysterious dark elven bard (or whatever); I thought it appropriate to not only put up the deity information for the power in question, but also the description of the prestige class of which Lady Ally is a member: the Disciples of Miyaga. To put it into simple terms, the Disciples are a quiet and insular sect of divine geishas, whose beliefs boil down to "celebratory physicality". While their divine mistress is nominally one of the Uruqua, and a Greater Servant of the brutally tyrannical Worldqueen at that, neither Miyaga nor her disciples are evil; far from it. The vast majority of them are neutral or good, albeit of the neutral or chaotic variety.
In any event, that's the nature of the NPCs the party rescued from the wreck of the Wavespear: Ally'esch'ya is the Praeceptrix of this particular cortina sacra, while Belleaylis is the Senis, and the newly-apprenticed Wendara, the Infima.
One final note of warning: the purpose of this prestige class is to add depth and flavour to the campaign world. PCs should avoid it, for two reasons: first, it's not suited to the adventuring, treasure-mongering, monster-killing lifestyle; and second, given the choice between adjudicating some of these skills and abilities, and hammering a six-inch galvanized spike into my own cranium, I'd probably go with the latter, and nobody wants to have to clean that up.
Anyway, here it is.
* * * * *
Miyaga
The Maiden of Blinding Beauty
(Greater Servant of Ekhalra)
One of only two of the Uruqua who are not universally despised by the followers of the Light (the other being Lyra Kyllona), Miyaga is nonetheless viewed with suspicion and distrust – not only because she embodies gentle trickery, but also because she stands for unbridled hedonism and the search for pleasure that are characteristic of all living creatures (with the possible exception of the Dwarves). In reality, however, Miyaga herself stands entirely neutral betwixt good and evil, favouring neither one nor the other, and demanding of her clerics, and her much more numerous Disciples, that they serve the desires and wishes of all creatures equally.
Miyaga embodies physical beauty. She is usually pictured as an amalgam of the Kindred races – tall and broad-hipped like a daughter of Esu, but with the pointed ears and delicate features of the Elves, the grace and agility of the Holbytlan, and the poise, certainty and thick, dark hair of the Dwarves. She radiates an aura of calm and serenity at all times, such that it is impossible for any creature, even one of the Powers, to attack her; and when she is forced into battle against her will, she uses only non-lethal weapons, and flees at the first opportunity.
While Miyaga’s actual clergy are few in number and secretive, her worship is possibly one of the most widely spread throughout Anuru, carried by her Disciples (described elsewhere). Clerics of Miyaga must have a charisma of at least 15 and cannot be celibate, as her worship requires acts of physical intimacy. They may only use blunt weapons, but gain the Subduing Strike feat at 1st level, and have Bluff and Perform as class skills (adding their level to checks). They can cast Eagle’s Splendor (self only) and Calm Emotions once per day per three levels, regardless of level; and Enthrall once per day per four levels.
Alignment: Neutral
Sphere(s): Pleasure, hedonists, brides, bards
Sigil: Female silhouette in a braided red and gold triangle
Preferred hues: Scarlet and gold
Preferred weapon: Whip
Worshippers’ alignment: Any non-lawful
Domains: Body, Dream, Healing, Pleasure, Trickery
Church: Minor
* * * * *
The Disciples of Miyaga
(NPC Prestige Class)
The Disciples of Miyaga are a secretive society dedicated to the study and practice of bending beings to their will through physical pleasure. The sect first came into being more than three thousand years ago, during the Age of Wisdom, created by the Priests of the Maiden, clerics dedicated to Miyaga, the Maiden of Blinding Beauty, herself one of the Servants of Ekhalra the Witherer. Ekhalra, who delights in ruling (and corrupting) all things within Anuru, has ever encouraged her Servant Miyaga in building and extending her especial following, knowing that mortals, particularly the Kindred Races, are easily destroyed through their lusts. But Miyaga’s motives are not evil; she is neutral, and so are her followers. Their interests are anything but worldly.
Because they are far, far more than mere professional prostitutes, Disciples – masters and mistresses of the arts of entertainment, music, conversation and feats of physical marvel – are generally recruited only from experienced individuals: sages, artisans, aristocrats, performers, and of course adventurers. The requirements are stiff; recruits must have 5 or more hit dice, and must have wisdom and dexterity scores of 12 or greater; and a charisma score of 13 or greater. Bards, sorcerers and clerics tend to make good Disciples. So would paladins, were they not required to be lawful.
New recruits are assigned to an experienced Disciple where they form part of a Cortina Sacra, the Sacred Triad of Miyaga, consisting of the Infima/Infimus (the new recruit or “junior” member of the triad); the Senis/Senus (the “senior” member, usually a 1st or 2nd level Disciple; and the Praeceptrix/Praeceptor (the “teacher”, who must be at least 5th level). The Infima performs all of the work of the group (except for that allotted to hired domestics), while the Praeceptrix does all of the teaching. The Senis is expected to both work and learn, and also to run the group’s collective household. The most important function of the Cortina, however, is to serve as the focus of worship for the group; and it is during worship that the Praeceptrix and Senis are expected to share the benefits of their vast experience with the Infima, and school the new apprentice in the arts and practices of the Disciples. Once an Infima has spent at least 3d4 months within a Cortina, he or she will have acquired the Seductive feat, along with two clerical domains, and will be considered a 1st-level Disciple.
Disciples of Miyaga believe that the spiritual is physical and vice-versa; accordingly, their daily period of communion with Miyaga must involve some form of appropriate activity, else they cannot gain access to their special abilities or spells for that day. Disciples whose charisma and wisdom scores total 30 or more are able to practice Ecstatic Communion, a supernatural ability that enables the Disciple to spend one hour upon waking in deep meditation, and then make a Perform check against DC 20; and if successful, he/she will have reached an ecstatic stage of enlightenment, and will gain +1 on all skill checks and saving throws for the remainder of the day.
Life is not always easy for the Disciples. Strongly lawful, ethically organized societies occasionally persecute them for their casual attitudes towards intimacy; and for this reason, Houses and Temples of the Maiden are almost always hidden, and guarded by both magic and steel. Because of their strong familial orientation and religious beliefs (and because of the Disciples’ association, however distant, with a Servant of Ekhalra), Dwarves tend to frown on them. During the religious fervour in Ekhan, the Temples of the Maiden were closed and their inhabitants exiled. In Mirabilis, Disciples - like sorcerers - are tortured and branded before being exiled, or even executed.
The Disciples tend to be welcome in chaotic, disorganized, newly-settled areas and open-minded, multi-cultural or poly-species societies. They are particularly prized among the worldly Elves (especially the cosmopolitan – some would say, hedonistic - society of the High Elves). Some of the most highly-skilled Disciples are found among the Grey and Wandering Elves, who have long lifetimes to master their art, and whose physical beauty is without peer. That said, only among the Shadelven are the Disciples not only welcome, but are also honoured and revered for their knowledge, spiritual calm, and extraordinary abilities. Some Disciples have reached awesome heights of political and social influence among the Dark Elves.
PREREQUISITES
Alignment: Any non-lawful
Hit Dice: Minimum 5 HD to be recruited; progression by d8
Skills: Diplomacy 5 ranks, Perform 5 ranks
Feats: one or more of Animal Magnetism, Disarming Looks, Endurance, Negotiator, Persuasive;
Patron deity: Miyaga, the Maiden of Blinding Beauty
Special:
- Seductive feat is gained during apprenticeship
- Disciples cannot turn Undead
- Disciples are not able to use Spontaneous Casting to channel spell energy into healing
Class skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Intimidate, Knowledge(Any), Listen, Perform, Read Lips, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Rope
Skills/level: 4+Intelligence modifier; at least 1 skill point per level must be spent in obtaining a Knowledge skill
Symbol: the symbol of the Disciples is the silhouette of a nude woman, entangled in a woven triangle of black, scarlet and gold. Disciples may carry the symbol as a brooch or sigil on a necklace; have it woven into an article of clothing; or wear it as a tattoo. The symbol, whatever its nature, serves as the Divine Focus for clerical spells.
Class Features
Weapon and Armour Proficiency: no change to existing proficiencies.
Ecstatic communion(Su): Disciples whose charisma and wisdom scores total 30 or more are able to practice a skill known as ecstatic communion, a meditation technique designed to focus their psyche and energy. When performing their daily communion, the Disciple rolls a Perform check against DC 20; if successful, he/she has reached a special plane of enlightenment during communion, and obtains +1 on skill checks and saving throws until he/she sleeps again.
Cleric spells/domains: Disciples advance in spell-casting ability as Clerics, and may select the Pleasure domain, and one other from the following: Body, Dream, Healing, Trickery
Disguise Self(Sp): at 1st level, a Disciple can Alter Self once per day per Disciple level, as a spellcaster of his/her total level. Charisma modifiers apply to any Disguise checks.
Aura of Goodwill(Su): at 3rd level, a Disciple projects an Aura of Goodwill, identical to a Sanctuary spell. This can be used once per day per Disciple level.
Enticing Gaze(Su): at 5th level, a Disciple can use Enticing Gaze once per day per Disciple level. This is a gaze attack with a range of 5’/Disciple level. The target must make a Will save (DC 10+Disciple Level+Charisma Mod) or walk towards Disciple at half movement rate, stopping 5 feet away, and remaining motionless for a period of time equal to (5+Disciple Level) rounds; the effect lasts a further 1d4+Charisma Modifier rounds after the Disciple ceases concentration on that creature. Any offensive action by the Disciple, or action taken against the victim by one of the Disciple’s allies, allows another saving throw. This power can be used on 1 creature at a time, and is mind-affecting. If used on a creature of a different Kindred race, the target is +2 on saves; if used on a creature of a different species, the target is +4 on saves.
Fascinate (Su): at 7th level, a Disciple can use Fascinate once per day per Disciple Level. This has a range of 60’ and is a full-round action; the target must make a Will Save (DC 10+Disciple Level+Charisma Mod) or remain rooted to the spot until the Disciple releases him or her. The target loses all Dex bonuses and cannot take any actions. The effect is broken if the Disciple (or any obvious associate) takes obvious hostile action against the target. If the Disciple leaves the target’s sight, the target is allowed one saving throw per minute, with +1 every minute. This is a mind-effecting compulsion.
Mass Fascinate (Su): at 9th level, a Disciple can use Mass Fascinate once per day per three Disciple Levels. This is identical to Fascinate, but affects all sentient creatures within 60’.
Base attack bonus/saving throws: BAB and saving throws progress as Cleric. Disciples may only use bludgeoning weapons.
(P.S. Yes, this is pretty much the same as the Disciple of Aaluran prestige class from the BOEF, with some heavy edits to make it (a) fit into my campaign world, and (b) remotely palatable. It's just about all that's salvageable. Nothing else - NOTHING - will be showing up from that book. I'm sure we're all more comfortable sticking with the warm and fuzzy stuff in Libris Mortis, Vile Darkness, and Hordes of the Abyss.)
In any event, that's the nature of the NPCs the party rescued from the wreck of the Wavespear: Ally'esch'ya is the Praeceptrix of this particular cortina sacra, while Belleaylis is the Senis, and the newly-apprenticed Wendara, the Infima.
One final note of warning: the purpose of this prestige class is to add depth and flavour to the campaign world. PCs should avoid it, for two reasons: first, it's not suited to the adventuring, treasure-mongering, monster-killing lifestyle; and second, given the choice between adjudicating some of these skills and abilities, and hammering a six-inch galvanized spike into my own cranium, I'd probably go with the latter, and nobody wants to have to clean that up.
Anyway, here it is.
* * * * *
Miyaga
The Maiden of Blinding Beauty
(Greater Servant of Ekhalra)
One of only two of the Uruqua who are not universally despised by the followers of the Light (the other being Lyra Kyllona), Miyaga is nonetheless viewed with suspicion and distrust – not only because she embodies gentle trickery, but also because she stands for unbridled hedonism and the search for pleasure that are characteristic of all living creatures (with the possible exception of the Dwarves). In reality, however, Miyaga herself stands entirely neutral betwixt good and evil, favouring neither one nor the other, and demanding of her clerics, and her much more numerous Disciples, that they serve the desires and wishes of all creatures equally.
Miyaga embodies physical beauty. She is usually pictured as an amalgam of the Kindred races – tall and broad-hipped like a daughter of Esu, but with the pointed ears and delicate features of the Elves, the grace and agility of the Holbytlan, and the poise, certainty and thick, dark hair of the Dwarves. She radiates an aura of calm and serenity at all times, such that it is impossible for any creature, even one of the Powers, to attack her; and when she is forced into battle against her will, she uses only non-lethal weapons, and flees at the first opportunity.
While Miyaga’s actual clergy are few in number and secretive, her worship is possibly one of the most widely spread throughout Anuru, carried by her Disciples (described elsewhere). Clerics of Miyaga must have a charisma of at least 15 and cannot be celibate, as her worship requires acts of physical intimacy. They may only use blunt weapons, but gain the Subduing Strike feat at 1st level, and have Bluff and Perform as class skills (adding their level to checks). They can cast Eagle’s Splendor (self only) and Calm Emotions once per day per three levels, regardless of level; and Enthrall once per day per four levels.
Alignment: Neutral
Sphere(s): Pleasure, hedonists, brides, bards
Sigil: Female silhouette in a braided red and gold triangle
Preferred hues: Scarlet and gold
Preferred weapon: Whip
Worshippers’ alignment: Any non-lawful
Domains: Body, Dream, Healing, Pleasure, Trickery
Church: Minor
* * * * *
The Disciples of Miyaga
(NPC Prestige Class)
The Disciples of Miyaga are a secretive society dedicated to the study and practice of bending beings to their will through physical pleasure. The sect first came into being more than three thousand years ago, during the Age of Wisdom, created by the Priests of the Maiden, clerics dedicated to Miyaga, the Maiden of Blinding Beauty, herself one of the Servants of Ekhalra the Witherer. Ekhalra, who delights in ruling (and corrupting) all things within Anuru, has ever encouraged her Servant Miyaga in building and extending her especial following, knowing that mortals, particularly the Kindred Races, are easily destroyed through their lusts. But Miyaga’s motives are not evil; she is neutral, and so are her followers. Their interests are anything but worldly.
Because they are far, far more than mere professional prostitutes, Disciples – masters and mistresses of the arts of entertainment, music, conversation and feats of physical marvel – are generally recruited only from experienced individuals: sages, artisans, aristocrats, performers, and of course adventurers. The requirements are stiff; recruits must have 5 or more hit dice, and must have wisdom and dexterity scores of 12 or greater; and a charisma score of 13 or greater. Bards, sorcerers and clerics tend to make good Disciples. So would paladins, were they not required to be lawful.
New recruits are assigned to an experienced Disciple where they form part of a Cortina Sacra, the Sacred Triad of Miyaga, consisting of the Infima/Infimus (the new recruit or “junior” member of the triad); the Senis/Senus (the “senior” member, usually a 1st or 2nd level Disciple; and the Praeceptrix/Praeceptor (the “teacher”, who must be at least 5th level). The Infima performs all of the work of the group (except for that allotted to hired domestics), while the Praeceptrix does all of the teaching. The Senis is expected to both work and learn, and also to run the group’s collective household. The most important function of the Cortina, however, is to serve as the focus of worship for the group; and it is during worship that the Praeceptrix and Senis are expected to share the benefits of their vast experience with the Infima, and school the new apprentice in the arts and practices of the Disciples. Once an Infima has spent at least 3d4 months within a Cortina, he or she will have acquired the Seductive feat, along with two clerical domains, and will be considered a 1st-level Disciple.
Disciples of Miyaga believe that the spiritual is physical and vice-versa; accordingly, their daily period of communion with Miyaga must involve some form of appropriate activity, else they cannot gain access to their special abilities or spells for that day. Disciples whose charisma and wisdom scores total 30 or more are able to practice Ecstatic Communion, a supernatural ability that enables the Disciple to spend one hour upon waking in deep meditation, and then make a Perform check against DC 20; and if successful, he/she will have reached an ecstatic stage of enlightenment, and will gain +1 on all skill checks and saving throws for the remainder of the day.
Life is not always easy for the Disciples. Strongly lawful, ethically organized societies occasionally persecute them for their casual attitudes towards intimacy; and for this reason, Houses and Temples of the Maiden are almost always hidden, and guarded by both magic and steel. Because of their strong familial orientation and religious beliefs (and because of the Disciples’ association, however distant, with a Servant of Ekhalra), Dwarves tend to frown on them. During the religious fervour in Ekhan, the Temples of the Maiden were closed and their inhabitants exiled. In Mirabilis, Disciples - like sorcerers - are tortured and branded before being exiled, or even executed.
The Disciples tend to be welcome in chaotic, disorganized, newly-settled areas and open-minded, multi-cultural or poly-species societies. They are particularly prized among the worldly Elves (especially the cosmopolitan – some would say, hedonistic - society of the High Elves). Some of the most highly-skilled Disciples are found among the Grey and Wandering Elves, who have long lifetimes to master their art, and whose physical beauty is without peer. That said, only among the Shadelven are the Disciples not only welcome, but are also honoured and revered for their knowledge, spiritual calm, and extraordinary abilities. Some Disciples have reached awesome heights of political and social influence among the Dark Elves.
PREREQUISITES
Alignment: Any non-lawful
Hit Dice: Minimum 5 HD to be recruited; progression by d8
Skills: Diplomacy 5 ranks, Perform 5 ranks
Feats: one or more of Animal Magnetism, Disarming Looks, Endurance, Negotiator, Persuasive;
Patron deity: Miyaga, the Maiden of Blinding Beauty
Special:
- Seductive feat is gained during apprenticeship
- Disciples cannot turn Undead
- Disciples are not able to use Spontaneous Casting to channel spell energy into healing
Class skills: Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Intimidate, Knowledge(Any), Listen, Perform, Read Lips, Sense Motive, Sleight of Hand, Spellcraft, Spot, Tumble, Use Rope
Skills/level: 4+Intelligence modifier; at least 1 skill point per level must be spent in obtaining a Knowledge skill
Symbol: the symbol of the Disciples is the silhouette of a nude woman, entangled in a woven triangle of black, scarlet and gold. Disciples may carry the symbol as a brooch or sigil on a necklace; have it woven into an article of clothing; or wear it as a tattoo. The symbol, whatever its nature, serves as the Divine Focus for clerical spells.
Class Features
Weapon and Armour Proficiency: no change to existing proficiencies.
Ecstatic communion(Su): Disciples whose charisma and wisdom scores total 30 or more are able to practice a skill known as ecstatic communion, a meditation technique designed to focus their psyche and energy. When performing their daily communion, the Disciple rolls a Perform check against DC 20; if successful, he/she has reached a special plane of enlightenment during communion, and obtains +1 on skill checks and saving throws until he/she sleeps again.
Cleric spells/domains: Disciples advance in spell-casting ability as Clerics, and may select the Pleasure domain, and one other from the following: Body, Dream, Healing, Trickery
Disguise Self(Sp): at 1st level, a Disciple can Alter Self once per day per Disciple level, as a spellcaster of his/her total level. Charisma modifiers apply to any Disguise checks.
Aura of Goodwill(Su): at 3rd level, a Disciple projects an Aura of Goodwill, identical to a Sanctuary spell. This can be used once per day per Disciple level.
Enticing Gaze(Su): at 5th level, a Disciple can use Enticing Gaze once per day per Disciple level. This is a gaze attack with a range of 5’/Disciple level. The target must make a Will save (DC 10+Disciple Level+Charisma Mod) or walk towards Disciple at half movement rate, stopping 5 feet away, and remaining motionless for a period of time equal to (5+Disciple Level) rounds; the effect lasts a further 1d4+Charisma Modifier rounds after the Disciple ceases concentration on that creature. Any offensive action by the Disciple, or action taken against the victim by one of the Disciple’s allies, allows another saving throw. This power can be used on 1 creature at a time, and is mind-affecting. If used on a creature of a different Kindred race, the target is +2 on saves; if used on a creature of a different species, the target is +4 on saves.
Fascinate (Su): at 7th level, a Disciple can use Fascinate once per day per Disciple Level. This has a range of 60’ and is a full-round action; the target must make a Will Save (DC 10+Disciple Level+Charisma Mod) or remain rooted to the spot until the Disciple releases him or her. The target loses all Dex bonuses and cannot take any actions. The effect is broken if the Disciple (or any obvious associate) takes obvious hostile action against the target. If the Disciple leaves the target’s sight, the target is allowed one saving throw per minute, with +1 every minute. This is a mind-effecting compulsion.
Mass Fascinate (Su): at 9th level, a Disciple can use Mass Fascinate once per day per three Disciple Levels. This is identical to Fascinate, but affects all sentient creatures within 60’.
Base attack bonus/saving throws: BAB and saving throws progress as Cleric. Disciples may only use bludgeoning weapons.
(P.S. Yes, this is pretty much the same as the Disciple of Aaluran prestige class from the BOEF, with some heavy edits to make it (a) fit into my campaign world, and (b) remotely palatable. It's just about all that's salvageable. Nothing else - NOTHING - will be showing up from that book. I'm sure we're all more comfortable sticking with the warm and fuzzy stuff in Libris Mortis, Vile Darkness, and Hordes of the Abyss.)
The Mountain Dwarf
I know it's only Tiorsday, and that therefore the bards should be studying and writing, instead of standing on the streetcorner with lute in hand and a hatful of copper groats and silver shillings on the ground. But a bard's gotta eat. Especially since, you know, the Festival of Cats is just around the corner, and folk will be expecting a nice, spooky ghost story.
Tonight's piece continues our review of the Tarinas Valtakirjas - the Book of the Powers, which, as all good creatures know, was brought back to the Kindred by the Great Golden Three at the end of the Eon of Darkness, marking the renewal of the light in Anuru. This tale, entitled the Mountain Dwarf, recounts the continuing journey of Eldukaris, as he attempts to find Csaeleyan, kidnapped from the Wood Maidens by the King of Winter. In the course of this journey, he encounters the Mountain Dwarf known as Rune, who...
Well, why don't we let the bards tell it?
* * * * *
Rune the Ninth:
The Mountain Dwarf
(from the Tarinas Valtakirjas)
He addressed him to the trail
(Did the hero Eldukaris)
Of the evil King of Winter;
For the markings of his passage
Stood out clear and stark before him:
Withered were the forest grasses;
Bent and broken were the branches
Yea, and brown the leaves of oak-trees
Where the Winter King had touched them.
And upon the earth, his footsteps
As of beast-feet, clawed and twisted
Had left hoarfrost on the greensward
That the sun’s heat had not melted.
Eldukaris marked his passing,
And he tracked the trail upwards
To the passes of the mountains
And the jagged ice of snow-peaks.
As he clambered ever higher,
Never pausing for refreshment
Nor to rest his weary manu,
Forest verdure dropped behind him,
Soon the trees and grasses left him,
Naught but sand and rock to greet him,
And the azure ice-fields calling,
And the ice-tears thickly falling.
Then at length he reached the mountains,
And at last the trail foundered;
For the Ice-King’s frozen footsteps
Left no trace upon the root-rock.
All the mountain-stone was frozen,
And it did not mark his passage,
And so Eldukaris halted;
Cast his piercing glance about him;
And espied a hidden cavern,
‘gainst the shoulder of the mountain.
Rude the cave-stones there before him,
With the smoke of fires rising
In the chill air of the mountains,
In the cold air of the evening.
Faint with hunger and exertion,
Eldukaris stumbled forward;
And he called out in the darkness,
To the dwellers in the cavern:
“Hail the cave!” he cried, and wondered
If ‘twere man or beast that bode there;
For the stones were sharp and tumbled,
And he saw no sign or sigil.
“Hail the cave!” he cried. “I beg thee,
I am weak, and I am weary;
If you be a child of Bræa,
Know that I am cousin to you,
And give answer to my pleading;
I am failing, and I need you.”
At this plea, the dweller answered:
“Son of Bræa, come you forward;
Cousin, none; I am thy brother,
To my home, I bid you welcome.”
Thus came Eldukaris forward,
To the welcome thusly offered,
And he stepped across the threshold,
Unto wonders unimagined.
To the outside eye, the cavern
Stood as naught but stones of mountain;
From the inside, it was like unto
A palace of the Powers.
High the ceiling, strewn with crystal;
Broad the walls, bedecked with garnets.
Hung with tapestries fine-woven;
Lit by lamps of gold and silver;
And the flagstones brightly polished,
Strewn with reeds both fresh and verdant,
Beckoned weary wanderers onward
To a place of rest and succor.
But most wondrous to the hero
Was his host, who stood before him,
Half his height, but twice as broad, he
Stood with hands on hips, and chortled.
For his raiment was of iron,
Fine, and linked like fishes’ scales,
Shod and capped with iron was he,
And his beard hung to his ankles.
“Fair mine host,” quoth Eldukaris,
“I am grateful for thy welcome,
For at night the hills grow chilling,
And the snow is swiftly falling.
But I pray thee, tell thy tale;
Whence thou comest to the mountains;
Art thou truly child of Bræa?
For thy kind is strange unto me.”
“Fair my guest,” the host said, laughing,
“We share mother, and share father.
For as thou wert got by Bræa
On the bosom of the sea-wave;
I was born here in the broad hills,
‘Neath the sky-vault, blue and blazing;
In the form of grey-hued maiden,
Mighty Bræa took her pleasure
Of the splendour of the mountains.
Opened, yielding unto them,
Air took Earth unto her bosom.
Here lay Bræa as my mother;
And the mountains were my father.”
“But the night is late, and snowfall
Frosts the heart and chills the spirit.
Come thou closer to the fire,
And attend thee to my kettle.”
Thus did Eldukaris enter
Into cavern warm and cheering,
Doffed his cloak and lesser raiment,
And before the fire, settled.
Swift his host disgorged his kettle,
Bringing meat and ale before him,
And as Eldukaris feasted,
Many wond'rous tales unfolded.
Soon the fulsome pot was empty,
Soon his heavy head was nodding;
Then his host eschewed his tales,
Placed a woolen cloak around him.
Eldukaris gladly settled
To the stones beside the fire,
And he gave himself to slumber,
In the cavern’s warming bosom.
When he woke, the fire was ashen;
Cold the cavern as the mountains;
Dark the cavern was as midnight,
And the dwarf sat near him, laughing.
“Rune, my name is, son of Bræa;
I am viceroy of these mountains,
And when trespassers affront me,
Know thou that I treat them thusly.”
Eldukaris grimly noted then
That hand and foot he bound was;
That his cloak was taken from him,
And as helpless child lay he.
Though he railed ‘gainst his captor,
Naught availed his mighty struggles;
Tightly knotted were his bond-ropes,
And his mouth was stopped with leather.
“Foolish sea-son,” quoth his captor,
“Know you that I rule this region;
At the will-wish of my master,
Am I sovereign of the mountains.”
And as Eldukaris watched him,
Rune the Dwarf retrieved a scepter
From the cloak-folds of his raiment,
And he flourished it, rejoicing.
“This I have from King of Winter!
This I have, that grants me power.
Know you now, O son of Bræa,
That unto thy doom art come thee.”
Then Rune’s eyes grew wide in wonder;
Eldukaris shrugged his shoulders,
And with strength of wind-swept wave-depths,
Burst the binding ropes asunder.
“Fool thou art,” quoth Eldukaris,
“For as thou art born of mountain,
I am son of wind and ocean;
And as thou art proof ‘gainst water,
Naught avails the earth-wrought ‘gainst me.”
Quick then, as a lance of lighting,
Quicker still than glance of wonder,
Did the Wave-son leap upon him,
And the stone-rod reft he from him.
Rune the Dwarf shrieked loud in anger;
Flung himself upon his prisoner;
But with naught but lift of finger –
With the grey stone in his fingers,
Taken from the mother-waters –
Eldukaris struck and slew him,
“Good mine host,” laughed Eldukaris,
Stepping o’er Rune’s broken body,
“Let this be thy final lesson,
On the duty of good hosting.”
He retrieved the blood-washed beach-stone,
Set it gently in his wallet;
Then he took the granite scepter,
And he swung it ‘round him, whistling;
Soon the clouds were thickly gathered,
And the air was filled with snowflakes;
For the storms obeyed the sigul
Given by the King of Winter.
With a gesture of his trophy,
Eldukaris broke the storm-front,
And the snow-flakes whispered softly,
Lighting on Rune’s broken carcass;
Covering his stiff’ning body,
‘Till there naught was left in cavern,
But a snow-mound gleaming whitely.
Grinning at his newfound fortune,
Dressed in dry and warming raiment,
Bearing rod of King of Winter,
And with Rune's fine mail upon him,
And with Rune’s fine cloak about him,
Eldukaris quit the cavern;
Left his broken foe behind him,
And new-armed with strength and purpose,
Ventured higher in the mountains.
* * * * *
Tonight's piece continues our review of the Tarinas Valtakirjas - the Book of the Powers, which, as all good creatures know, was brought back to the Kindred by the Great Golden Three at the end of the Eon of Darkness, marking the renewal of the light in Anuru. This tale, entitled the Mountain Dwarf, recounts the continuing journey of Eldukaris, as he attempts to find Csaeleyan, kidnapped from the Wood Maidens by the King of Winter. In the course of this journey, he encounters the Mountain Dwarf known as Rune, who...
Well, why don't we let the bards tell it?
* * * * *
Rune the Ninth:
The Mountain Dwarf
(from the Tarinas Valtakirjas)
He addressed him to the trail
(Did the hero Eldukaris)
Of the evil King of Winter;
For the markings of his passage
Stood out clear and stark before him:
Withered were the forest grasses;
Bent and broken were the branches
Yea, and brown the leaves of oak-trees
Where the Winter King had touched them.
And upon the earth, his footsteps
As of beast-feet, clawed and twisted
Had left hoarfrost on the greensward
That the sun’s heat had not melted.
Eldukaris marked his passing,
And he tracked the trail upwards
To the passes of the mountains
And the jagged ice of snow-peaks.
As he clambered ever higher,
Never pausing for refreshment
Nor to rest his weary manu,
Forest verdure dropped behind him,
Soon the trees and grasses left him,
Naught but sand and rock to greet him,
And the azure ice-fields calling,
And the ice-tears thickly falling.
Then at length he reached the mountains,
And at last the trail foundered;
For the Ice-King’s frozen footsteps
Left no trace upon the root-rock.
All the mountain-stone was frozen,
And it did not mark his passage,
And so Eldukaris halted;
Cast his piercing glance about him;
And espied a hidden cavern,
‘gainst the shoulder of the mountain.
Rude the cave-stones there before him,
With the smoke of fires rising
In the chill air of the mountains,
In the cold air of the evening.
Faint with hunger and exertion,
Eldukaris stumbled forward;
And he called out in the darkness,
To the dwellers in the cavern:
“Hail the cave!” he cried, and wondered
If ‘twere man or beast that bode there;
For the stones were sharp and tumbled,
And he saw no sign or sigil.
“Hail the cave!” he cried. “I beg thee,
I am weak, and I am weary;
If you be a child of Bræa,
Know that I am cousin to you,
And give answer to my pleading;
I am failing, and I need you.”
At this plea, the dweller answered:
“Son of Bræa, come you forward;
Cousin, none; I am thy brother,
To my home, I bid you welcome.”
Thus came Eldukaris forward,
To the welcome thusly offered,
And he stepped across the threshold,
Unto wonders unimagined.
To the outside eye, the cavern
Stood as naught but stones of mountain;
From the inside, it was like unto
A palace of the Powers.
High the ceiling, strewn with crystal;
Broad the walls, bedecked with garnets.
Hung with tapestries fine-woven;
Lit by lamps of gold and silver;
And the flagstones brightly polished,
Strewn with reeds both fresh and verdant,
Beckoned weary wanderers onward
To a place of rest and succor.
But most wondrous to the hero
Was his host, who stood before him,
Half his height, but twice as broad, he
Stood with hands on hips, and chortled.
For his raiment was of iron,
Fine, and linked like fishes’ scales,
Shod and capped with iron was he,
And his beard hung to his ankles.
“Fair mine host,” quoth Eldukaris,
“I am grateful for thy welcome,
For at night the hills grow chilling,
And the snow is swiftly falling.
But I pray thee, tell thy tale;
Whence thou comest to the mountains;
Art thou truly child of Bræa?
For thy kind is strange unto me.”
“Fair my guest,” the host said, laughing,
“We share mother, and share father.
For as thou wert got by Bræa
On the bosom of the sea-wave;
I was born here in the broad hills,
‘Neath the sky-vault, blue and blazing;
In the form of grey-hued maiden,
Mighty Bræa took her pleasure
Of the splendour of the mountains.
Opened, yielding unto them,
Air took Earth unto her bosom.
Here lay Bræa as my mother;
And the mountains were my father.”
“But the night is late, and snowfall
Frosts the heart and chills the spirit.
Come thou closer to the fire,
And attend thee to my kettle.”
Thus did Eldukaris enter
Into cavern warm and cheering,
Doffed his cloak and lesser raiment,
And before the fire, settled.
Swift his host disgorged his kettle,
Bringing meat and ale before him,
And as Eldukaris feasted,
Many wond'rous tales unfolded.
Soon the fulsome pot was empty,
Soon his heavy head was nodding;
Then his host eschewed his tales,
Placed a woolen cloak around him.
Eldukaris gladly settled
To the stones beside the fire,
And he gave himself to slumber,
In the cavern’s warming bosom.
When he woke, the fire was ashen;
Cold the cavern as the mountains;
Dark the cavern was as midnight,
And the dwarf sat near him, laughing.
“Rune, my name is, son of Bræa;
I am viceroy of these mountains,
And when trespassers affront me,
Know thou that I treat them thusly.”
Eldukaris grimly noted then
That hand and foot he bound was;
That his cloak was taken from him,
And as helpless child lay he.
Though he railed ‘gainst his captor,
Naught availed his mighty struggles;
Tightly knotted were his bond-ropes,
And his mouth was stopped with leather.
“Foolish sea-son,” quoth his captor,
“Know you that I rule this region;
At the will-wish of my master,
Am I sovereign of the mountains.”
And as Eldukaris watched him,
Rune the Dwarf retrieved a scepter
From the cloak-folds of his raiment,
And he flourished it, rejoicing.
“This I have from King of Winter!
This I have, that grants me power.
Know you now, O son of Bræa,
That unto thy doom art come thee.”
Then Rune’s eyes grew wide in wonder;
Eldukaris shrugged his shoulders,
And with strength of wind-swept wave-depths,
Burst the binding ropes asunder.
“Fool thou art,” quoth Eldukaris,
“For as thou art born of mountain,
I am son of wind and ocean;
And as thou art proof ‘gainst water,
Naught avails the earth-wrought ‘gainst me.”
Quick then, as a lance of lighting,
Quicker still than glance of wonder,
Did the Wave-son leap upon him,
And the stone-rod reft he from him.
Rune the Dwarf shrieked loud in anger;
Flung himself upon his prisoner;
But with naught but lift of finger –
With the grey stone in his fingers,
Taken from the mother-waters –
Eldukaris struck and slew him,
“Good mine host,” laughed Eldukaris,
Stepping o’er Rune’s broken body,
“Let this be thy final lesson,
On the duty of good hosting.”
He retrieved the blood-washed beach-stone,
Set it gently in his wallet;
Then he took the granite scepter,
And he swung it ‘round him, whistling;
Soon the clouds were thickly gathered,
And the air was filled with snowflakes;
For the storms obeyed the sigul
Given by the King of Winter.
With a gesture of his trophy,
Eldukaris broke the storm-front,
And the snow-flakes whispered softly,
Lighting on Rune’s broken carcass;
Covering his stiff’ning body,
‘Till there naught was left in cavern,
But a snow-mound gleaming whitely.
Grinning at his newfound fortune,
Dressed in dry and warming raiment,
Bearing rod of King of Winter,
And with Rune's fine mail upon him,
And with Rune’s fine cloak about him,
Eldukaris quit the cavern;
Left his broken foe behind him,
And new-armed with strength and purpose,
Ventured higher in the mountains.
* * * * *
20 October 2007
Bymill (II) - Ballock's Boyz
The last time we saw our heroes, they were lounging about in the shallow steaming tubs of the Bymill Baths. All except for Bjorn, of course. He was standing in the alleyway outside the Baths, his horse’s reins in one hand and his hammer in the other, wondering where the Party’s wagon had gone.
Heedless of the muck on his boots, he barged into the main foyer of the Baths, demanding to know where his colleagues were. He found Joraz and Breygon in fairly short order, but his innate sensibilities stopped him before he burst into the ladies’ side of the building. One of the bath attendants entered instead, and in only a few moments, the Party had re-assembled outside, still a little damp, and more than a little ticked.
Breygon and Greywind (who had accompanied his master into the building – who’s going to argue with a 200-pound wolf?) cast about for a few moments, and then picked up the wagon’s trail without too much difficulty. The wheel-tracks were lost quickly on the cobblestones, but Greywind knew the Party’s wagon horses well by scent, and had no problem following them.
The trail led the Party northwards, towards the Great Hall of the Allfather. It passed in front of the temple and then behind Varlgant Manor, heading up Temple Road, before hooking down a side street into a seedy, rather industrial part of town that they had not yet entered. With the rest of the Party following at a distance, Breygon and Gwen followed the tracks towards a large but relatively non-descript warehouse tucked away among a half-dozen others like it.
They checked the building over carefully. The walls were of heavy plank-on-beam construction, on a fieldstone foundation; the building appeared to be a good two stories high, with a low-pitched but tough-looking thatched covering. The building was roughly square, but had a small, one-story outbuilding attached to the back, and some sort of square protrusion on the north side – the direction from which they approached. There seemed to be large bay-type doors on the sides they could see (north and west), and a smaller door on the outbuilding. Breygon took a quick scouting mission around to the south side, and confirmed a third bay door – this one guarded by some rough-looking fellows.
After a hurried discussion of tactics, the Party moved to the door on the blank north wall, finding it locked. While Gwen worked at it with her picks, Joraz scaled the warehouse wall, moved soundlessly out onto the roof, and began to worry a hole in the thatching. A few moments later, the lock was open, and the fun began.
A large pile of jumbled crates lay immediately behind the doors. Bjorn was over them in a flash, and found the warehouse packed with goods, milling crowds of brigands, and – smack in the middle of the floor – their wagon, which was in the process of being unloaded. Gwen began launching arrows at everyone in sight, while Lyra blasted away at the petty criminals with Sleep spells and Magic Missiles. A moment later, Joraz leapt through his hole in the roof, and immediately engaged the bandits who were unloading the wagon.
At the front (i.e., southern) door, another battle was under way; Breygon and Greywind had sprung around the corner and cut into the half-dozen brigands guarding this principle entrance. One blast of Greywind’s icy breath and a few sword-cuts, and the majority of the enemy fled. Breygon and the wolf threw open the doors, and entered – only to find that the tactical situation inside had deteriorated somewhat in the interim.
Having spotted someone unusual in an office at the front of the building, Joraz had leapt off the wagon, heading for a new confrontation. He got it in the form of a lightning bolt that blasted a big, black hole in his rib cage, and dropped him like a stone (this was the monk’s first encounter with the negative side of the Hit Point ledger, but certainly not his last). Gwen was still pinned against the north wall, shooting at anyone who moved; Lyra was fighting with rapier in one hand, and slinging spells with the other; and Bjorn had been backed up against the wagon, and was dropping brigands left and right with heavy hammer-blows. Breygon engaged two more of the brigands near the front doors, while Greywind went for the fellow who had zapped Joraz – a Half-Elven sorcerer, as it turned out, who tried to launch another lightning bolt at the great wolf, only to be seized in Greywind’s jaws, and breathed on.
Heedless of the muck on his boots, he barged into the main foyer of the Baths, demanding to know where his colleagues were. He found Joraz and Breygon in fairly short order, but his innate sensibilities stopped him before he burst into the ladies’ side of the building. One of the bath attendants entered instead, and in only a few moments, the Party had re-assembled outside, still a little damp, and more than a little ticked.
Breygon and Greywind (who had accompanied his master into the building – who’s going to argue with a 200-pound wolf?) cast about for a few moments, and then picked up the wagon’s trail without too much difficulty. The wheel-tracks were lost quickly on the cobblestones, but Greywind knew the Party’s wagon horses well by scent, and had no problem following them.
The trail led the Party northwards, towards the Great Hall of the Allfather. It passed in front of the temple and then behind Varlgant Manor, heading up Temple Road, before hooking down a side street into a seedy, rather industrial part of town that they had not yet entered. With the rest of the Party following at a distance, Breygon and Gwen followed the tracks towards a large but relatively non-descript warehouse tucked away among a half-dozen others like it.
They checked the building over carefully. The walls were of heavy plank-on-beam construction, on a fieldstone foundation; the building appeared to be a good two stories high, with a low-pitched but tough-looking thatched covering. The building was roughly square, but had a small, one-story outbuilding attached to the back, and some sort of square protrusion on the north side – the direction from which they approached. There seemed to be large bay-type doors on the sides they could see (north and west), and a smaller door on the outbuilding. Breygon took a quick scouting mission around to the south side, and confirmed a third bay door – this one guarded by some rough-looking fellows.
After a hurried discussion of tactics, the Party moved to the door on the blank north wall, finding it locked. While Gwen worked at it with her picks, Joraz scaled the warehouse wall, moved soundlessly out onto the roof, and began to worry a hole in the thatching. A few moments later, the lock was open, and the fun began.
A large pile of jumbled crates lay immediately behind the doors. Bjorn was over them in a flash, and found the warehouse packed with goods, milling crowds of brigands, and – smack in the middle of the floor – their wagon, which was in the process of being unloaded. Gwen began launching arrows at everyone in sight, while Lyra blasted away at the petty criminals with Sleep spells and Magic Missiles. A moment later, Joraz leapt through his hole in the roof, and immediately engaged the bandits who were unloading the wagon.
At the front (i.e., southern) door, another battle was under way; Breygon and Greywind had sprung around the corner and cut into the half-dozen brigands guarding this principle entrance. One blast of Greywind’s icy breath and a few sword-cuts, and the majority of the enemy fled. Breygon and the wolf threw open the doors, and entered – only to find that the tactical situation inside had deteriorated somewhat in the interim.
Having spotted someone unusual in an office at the front of the building, Joraz had leapt off the wagon, heading for a new confrontation. He got it in the form of a lightning bolt that blasted a big, black hole in his rib cage, and dropped him like a stone (this was the monk’s first encounter with the negative side of the Hit Point ledger, but certainly not his last). Gwen was still pinned against the north wall, shooting at anyone who moved; Lyra was fighting with rapier in one hand, and slinging spells with the other; and Bjorn had been backed up against the wagon, and was dropping brigands left and right with heavy hammer-blows. Breygon engaged two more of the brigands near the front doors, while Greywind went for the fellow who had zapped Joraz – a Half-Elven sorcerer, as it turned out, who tried to launch another lightning bolt at the great wolf, only to be seized in Greywind’s jaws, and breathed on.
It was around this time that a new arrival entered the fight, appearing from the low out-building connected to the east side of the warehouse. This fellow showed up in a loose bathrobe, wielding a pair of fine swords, and nearly turned the tide, hacking away at Bjorn and Lyra like a man possessed. By this time, however, many of the brigands were dead, and the rest were trying to flee, pounding down the stairs from the balcony that ringed the warehouse’s second story, and bolting willy-nilly out the door. The Party let them go, and concentrated on the newcomer, while Greywind put the sorcerer down by biting his head off with a well-timed critical hit. Then the great wolf then turned his innate healing abilities on the stricken Joraz, saving the monk from certain death.
The combination of forces was too much; after a few more arrows and magic missles, and a couple of unpleasant whacks from the priest’s hammer, he turned and fled whence he had come, locking the door behind him. Gwen sorted that problem out in only a few moments, and the Party burst into what seemed to be a large, comfortably furnished apartment, where the newcomer – who turned out to be Glaive Ballock, King of the Bymill Brigands – was cowering in a corner, showing considerably less spine than the two underage entertainers he had hired for the evening.
Breygon (with Gwen’s enthusiastic goading) was disinclined to accept the man’s proffered surrender, but Bjorn argued them into taking him into custody, promising to watch him until he could be turned over to a lawful authority. The Party gave both of the girls a handful of gold and sent them on their way; then turned to systematically looting the room. Bjorn hog-tied Ballock, then healed Joraz and the others who had suffered wounds in the scuffle; and he and Joraz hustled Ballock off to the Great Hall, to be turned over to Father Hardfist, while Breygon, Gwen and Lyra remained behind to reload their wagon, along with the goodies they had discovered in Ballock’s chamber.
The combination of forces was too much; after a few more arrows and magic missles, and a couple of unpleasant whacks from the priest’s hammer, he turned and fled whence he had come, locking the door behind him. Gwen sorted that problem out in only a few moments, and the Party burst into what seemed to be a large, comfortably furnished apartment, where the newcomer – who turned out to be Glaive Ballock, King of the Bymill Brigands – was cowering in a corner, showing considerably less spine than the two underage entertainers he had hired for the evening.
Breygon (with Gwen’s enthusiastic goading) was disinclined to accept the man’s proffered surrender, but Bjorn argued them into taking him into custody, promising to watch him until he could be turned over to a lawful authority. The Party gave both of the girls a handful of gold and sent them on their way; then turned to systematically looting the room. Bjorn hog-tied Ballock, then healed Joraz and the others who had suffered wounds in the scuffle; and he and Joraz hustled Ballock off to the Great Hall, to be turned over to Father Hardfist, while Breygon, Gwen and Lyra remained behind to reload their wagon, along with the goodies they had discovered in Ballock’s chamber.
The Party reassembled at the Stag’s Head Tavern for a late dinner. After dining, Bjorn tidied himself up and reported to the Great Hall to assist Hardfist in Restoring Ankallys’ mind. While there, he met Hardfist’s Deacon, a young Battle Healer named Jurgen Wyekart. They brough Ankallys back to normal, and Bjorn left her under Wyekart’s care, promising to return to visit her on the morrow.
The other adventurers stayed at the Tavern, enjoying a much-needed rest while watching Lyra cast Detect Magic on their loot. They had moved everything into their suite (including the giant coffin full of silver bars, which took some doing), and it made an impressive pile. By the time Bjorn returned and reported on the healing of Ankallys, everyone was ready for a nightcap and bed. Greywind fell asleep on the floor before the fireplace, paws in the air, as was his wont.
They needed a good night’s sleep, because the next day was Harvest Festival – and it was going to be a very, VERY busy day.
Especially busy, seeing as how the half-orc who had tricked Bjorn was still at large.
And ESPECIALLY for Gwen.
Ballock’s Boys
Glaive Ballock is the king of brigands in Bymill; he runs the largest gang of cutpurses and sneak-thieves in town, known around the countryside as “Ballock’s Boys”. They have a hand in everything: the pickpockets, the grifters, the whores, the protection rackets...and the fencing of stolen objects. Usually they stay below the radar of the nobility - all except Ballock, who is known as a rake about town and something of a lady's man, and who has been putting his ill-gotten cash to use in the same manner as all brigands since time immemorial: buying politicians.
If the Party EVER leaves their wagon unattended for more than a few minutes, Ballock’s Boys will steal it (especially if they have been flaunting their wealth). The theft party will consist of one of Ballock’s deputies, 6-10 bully boys, and possibly Radobaul, the disfigured Elven sorcerer. If the party doesn’t notice the theft for more than 5 minutes, the group will have got away clean, which means they will have to be tracked to their warehouse. Depending on how badly they want somebody's stuff, they may even stage a feint to draw guards away from the goods.
It will take 5-10 minutes to get the wagon back to the warehouse (depending on where in town the theft takes place), and a further hour for Ballock’s Boys to empty it and begin to conceal its contents. Once it is empty, the wagon will be pushed into the river to float away (or sink, 25% chance); the horses will be taken out separately and sold to individual farmers the following day. The silver and coin will be secreted in Ballock’s strongroom, along with any kit that Radobaul identifies as magical; all of this will be laundered over the coming 1-4 days. After a week or so, some of the magical kit may turn up here in town (25% chance) or in Ellohyin (50%) or Bitterberg (25%).
KEY NON-PLAYER CHARACTERS
Glaive Ballock (Zaran Human Warrior 12) HP 94, AC 17 (MW Studded Leather, or 14 clothed), Init+5, Longsword+1 and Shortsword+1 (matched set, Ekhani), Atk +12/+7/+2 and +8/+3/-2, F+8, R+4, W+4, Climb+10, Jump+10, Ride+12
Radobaul (High Elven Sorcerer 10) HP 41, AC 16 (+1 Bracers, +1 Ring), Init+6, Rapier+1 (Atk +6), Shortbow+9, F+5, R+6, W+9, Spellcraft+12, Conc+13, Spells 0:6, 1:7, 2:7, 3:7, 4:5, 5:3 (Charisma 18, Comeliness 3 due to facial deformity, clubfoot and hunchback) (3x Potions of Invisibility, 3x Potions of CSW, Scroll of Web x2, Hold Person x2, Wand of Sleep (CL 10/12 charges), Ring of Protection+1, Bracers+1, Wand of Lightning Bolt (CL10/9 charges). Well known around town as Ballock’s Factor. A thoroughly unpleasant and evil person.
Targus (Half-Orc Warrior 8) HP 80, AC 15 (Chainshirt), Morningstar +11/+6, Dam 1d8+3, F+6, R+2, W+2. A brutal thug without a conscience.
Owen (Oststrander Human Warrior 7) HP 40, AC 18 (+1 Studded Leather), Rapier +10/+5,, Dam 1d6, F+6, R+6, W+2. A dashing swordsman who dislikes foul play.
Blaine (Zaran Human Warrior 7) HP 55, AC 13 (Studded Leather), Club +8/+3, Dam 1d6, F+6, R+2, W+2. A good organizer, but a coward.
Ballock's Boys (40 Zaran humans, 12 Half-Orcs) Warrior 1, HP 5-10, AC 12-13 (Leather, Studded Leather), Shortsword or Club, Atk +1, Dam 1d6+1, F+2, R+0, W+0.
* * * * *
1. Main entrance, standard warehouse doors, 3-4 bully boys hanging around outside. 1 patrols the outside of the building once every 30 minutes.
2. Disused entrance. Locked (Average, open DC 25). Foot patrol every 30 minutes.
3. Factor’s office. Radobaul does the books and keeps people in line; when not out on missions, he works here. Desk contains ledgers, parchment, pens and a hidden compartment (Search DC 25) holding 1 Potion of Invisibility. Radobaul lives elsewhere in town, in a fine suite in a building not far from the Iron Caravel.
4. Warehouse Floor. Flagstones, uneven; dirty, broken bits of crates and jute sacking, some manure, a few nails. 2-12 bully boys lounging around, tidying, throwing dice, etc.
4(A) Fine goods: bales of good cloth, down for pillows, fine furniture, finished clothing.
4(B) Barrels of ale and wine
4(C) Used goods: furniture, clothing, weapons, armour, saddles, tack, miscellaneous tools and equipment
4(D) Chemicals (seed oils, vegetable oils, some whale oil, distilled spirit, turpentine, tar)
4(E) Rough goods: hardware, lumber, cheap furniture, canvas, unfinished wool and cotton, tanned hides, iron ingots, fine marble slabs, bar copper, lead ingots, fine sand (for glass)
5. Water closet (one-holer feeds into sewer system; water supply fed from rainwater barrels on roof)
6. Ballock’s guards. 3-4 bully boys (larger, with swords) stand guard here; no-one enters, ever (appointments are always held elsewhere). However, Ballock has an eye for the ladies, and they will let a beautiful women in, if she drops his name and lets them frisk her for weapons. He lives here and is always here at night, often with (hired) female company.
7. Ballock’s chamber. Fine wood walls and ceiling, polished hardwood floor, carpets, tapestries; almost garishly decorated. Numerous valuable tchotchkies everywhere (50-100 of them, each 1 lb, each worth 10-100 gp).
7(A) Massive walnut 4-poster bed with drawn silk curtains (w. 1000 gp); usually 1-2 town whores of the more attractive and dumb variety here (50%). Between the mattress and the ticking on the east side is a MW Shortsword in a gold-chased black leather scabbard, and a Potion of Bull’s Strength.
7(B) Wardrobe: contains numerous fine tunics and cloaks, hosen, boots, feathered hats and all manner of fashionable and noble attire, none of it too clean. Also contains a broken MW Longsword in a gold-chased black leather scabbard and a large wooden shield.
7(C) Chest (Locked, Good, Pick DC 30): TRAP: Poison Needle (Search DC 25, Disable DC 25, Attack+10, damage 1+poison [Giant Wasp Venom: DC 18, 1d6 Dex/1d6Dex]). Contains set of accounts books, 3 Potions of Stallion’s Performance, 2 Potions of CSW, 1 Potion of Remove Disease, 1 MW Dagger in a gold-chased black leather scabbard, and assorted rings, arm-bands and necklaces (30 items, value 10-60 gp each).
7(D) Chest (Unlocked). Contains various smallclothes, stockings, a pair of fine leather gloves, a pearl-encrusted gold goblet (125 gp).
7(E) Wine Barrel: top loose, gold wine ewer and 3 goblets on top; half-full of good red wine (a few dead bugs floating in it). In the bottom of the wine barrel is a handful of rough, uncut rubies (12 rubies, each worth 50 gp uncut, 200+GP if cut). Can’t be seen unless wine is emptied out (manual search DC 30).
7(F) Bookshelf: Heavy wooden bookshelf, full of rolled scrolls, a few illuminated manuscripts (including [Search DC 25] a copy of the “Evincum Haradi”, an ancient High Elven text of immense value to scholars [1000-6000 gp], detailing the fall of the Houses of Harad at the end of the Age of Wisdom).
Under the bookshelf (Search DC 30, or automatic if bookshelf is moved) is a bronze strongbox set into the floor with an amazing lock (Pick DC 40); Ballock carries the only key. The door has hardness 10 and 40 HP. It contains 12x10 pound gold bars, 2x10 pound hardsilver bars, 1200 SP in rolls of 100, and a wooden box of potion vials (12 vials: 4 each of Invisibility, Bull’s Strength, and Fire Breath).
8. Back door: Very good lock, opens easily from the inside, Pick DC 30 from the outside. Door has a “Magic Mouth” spell on it that, if opened by anyone other than Ballock, will shriek “Intruders! Intruders!” once every 5 seconds for 2 minutes. It can be heard in a 300’ radius, and anywhere inside the building.
NOTE: There is a 12’ drop from the 2nd floor to the 1st. The railing is wooden and flimsy, has Hardness 5, HP 5, and a break DC of 13. It is 8’ from the 2nd floor to the ceiling rafters, which peak at about 16’ from the second floor, or 28’ from the first.
9. Guard post: 2 bully boys at this table at all times (4 at night), watching the front door and listening for intruders. Armed with Lt Xbows.
10. Arms locker: contains 6 Lt Xbows, 10 average shortswords, 22 clubs, 2 morningstars, and 11 quivers with 12 bolts each.
11. Common tables: 3-12 bully boys here at any time during the day, 1-2 sleeping on the tables at night. Dirty, half-eaten food, empty mugs.
12. Blaine’s corner. Wardrobe contains dirty tunics and trousers, boots, a heavy winter cape and a rusty battleaxe. Bedding has a dagger under the pillow. Chest contains smallclothes, a leather sack of 45 CP and 12 SP, a hand axe, a full wineskin and a dried loaf of rye bread.
13. Targus’ corner. Wardrobe contains dirty Hide Armour, a Dire Flail, winter boots, a heavy winter cloak with hood, a desiccated elf’s head and hands. Chest contains a small wooden strongbox, locked (Pick DC 25), containing 45 GP and 150 SP; smallclothes; a Potion of CLW, a pair of good quality manacles; a bulls-eye lantern, half-full of oil; and a waxed box containing 11 tindertwigs.
14. Owen’s corner. Wardrobe contains clean, elegant clothing in small sizes; good boots and shoes, and a fine woolen cloak with silk lining (v. 50 gp). It also contains a spare rapier (normal), a small MW buckler and composite shortbow and quiver containing 24 arrows. Behind the back wall of the cabinet (Search DC 28) is a secret door that opens in the wall of the warehouse, with a 6’ drop to the roof of the garderobe below.
The chest is locked (Pick DC 30) and contains smallclothes, a number of scrolls (all novels), a purse of 250 SP and another of 150 gp, as well as 4 Potions of CLW. At the bottom of the chest is a secret compartment (SEARCH DC 30) containing a Potion of Flying, a Potion of Invisibility, a gold and emerald necklace v. 1000 gp, and a gold and emerald ring v. 500 gp. The barrels contain average quality ale.
The other adventurers stayed at the Tavern, enjoying a much-needed rest while watching Lyra cast Detect Magic on their loot. They had moved everything into their suite (including the giant coffin full of silver bars, which took some doing), and it made an impressive pile. By the time Bjorn returned and reported on the healing of Ankallys, everyone was ready for a nightcap and bed. Greywind fell asleep on the floor before the fireplace, paws in the air, as was his wont.
They needed a good night’s sleep, because the next day was Harvest Festival – and it was going to be a very, VERY busy day.
Especially busy, seeing as how the half-orc who had tricked Bjorn was still at large.
And ESPECIALLY for Gwen.
Ballock’s Boys
Glaive Ballock is the king of brigands in Bymill; he runs the largest gang of cutpurses and sneak-thieves in town, known around the countryside as “Ballock’s Boys”. They have a hand in everything: the pickpockets, the grifters, the whores, the protection rackets...and the fencing of stolen objects. Usually they stay below the radar of the nobility - all except Ballock, who is known as a rake about town and something of a lady's man, and who has been putting his ill-gotten cash to use in the same manner as all brigands since time immemorial: buying politicians.
If the Party EVER leaves their wagon unattended for more than a few minutes, Ballock’s Boys will steal it (especially if they have been flaunting their wealth). The theft party will consist of one of Ballock’s deputies, 6-10 bully boys, and possibly Radobaul, the disfigured Elven sorcerer. If the party doesn’t notice the theft for more than 5 minutes, the group will have got away clean, which means they will have to be tracked to their warehouse. Depending on how badly they want somebody's stuff, they may even stage a feint to draw guards away from the goods.
It will take 5-10 minutes to get the wagon back to the warehouse (depending on where in town the theft takes place), and a further hour for Ballock’s Boys to empty it and begin to conceal its contents. Once it is empty, the wagon will be pushed into the river to float away (or sink, 25% chance); the horses will be taken out separately and sold to individual farmers the following day. The silver and coin will be secreted in Ballock’s strongroom, along with any kit that Radobaul identifies as magical; all of this will be laundered over the coming 1-4 days. After a week or so, some of the magical kit may turn up here in town (25% chance) or in Ellohyin (50%) or Bitterberg (25%).
KEY NON-PLAYER CHARACTERS
Glaive Ballock (Zaran Human Warrior 12) HP 94, AC 17 (MW Studded Leather, or 14 clothed), Init+5, Longsword+1 and Shortsword+1 (matched set, Ekhani), Atk +12/+7/+2 and +8/+3/-2, F+8, R+4, W+4, Climb+10, Jump+10, Ride+12
Radobaul (High Elven Sorcerer 10) HP 41, AC 16 (+1 Bracers, +1 Ring), Init+6, Rapier+1 (Atk +6), Shortbow+9, F+5, R+6, W+9, Spellcraft+12, Conc+13, Spells 0:6, 1:7, 2:7, 3:7, 4:5, 5:3 (Charisma 18, Comeliness 3 due to facial deformity, clubfoot and hunchback) (3x Potions of Invisibility, 3x Potions of CSW, Scroll of Web x2, Hold Person x2, Wand of Sleep (CL 10/12 charges), Ring of Protection+1, Bracers+1, Wand of Lightning Bolt (CL10/9 charges). Well known around town as Ballock’s Factor. A thoroughly unpleasant and evil person.
Targus (Half-Orc Warrior 8) HP 80, AC 15 (Chainshirt), Morningstar +11/+6, Dam 1d8+3, F+6, R+2, W+2. A brutal thug without a conscience.
Owen (Oststrander Human Warrior 7) HP 40, AC 18 (+1 Studded Leather), Rapier +10/+5,, Dam 1d6, F+6, R+6, W+2. A dashing swordsman who dislikes foul play.
Blaine (Zaran Human Warrior 7) HP 55, AC 13 (Studded Leather), Club +8/+3, Dam 1d6, F+6, R+2, W+2. A good organizer, but a coward.
Ballock's Boys (40 Zaran humans, 12 Half-Orcs) Warrior 1, HP 5-10, AC 12-13 (Leather, Studded Leather), Shortsword or Club, Atk +1, Dam 1d6+1, F+2, R+0, W+0.
* * * * *
1. Main entrance, standard warehouse doors, 3-4 bully boys hanging around outside. 1 patrols the outside of the building once every 30 minutes.
2. Disused entrance. Locked (Average, open DC 25). Foot patrol every 30 minutes.
3. Factor’s office. Radobaul does the books and keeps people in line; when not out on missions, he works here. Desk contains ledgers, parchment, pens and a hidden compartment (Search DC 25) holding 1 Potion of Invisibility. Radobaul lives elsewhere in town, in a fine suite in a building not far from the Iron Caravel.
4. Warehouse Floor. Flagstones, uneven; dirty, broken bits of crates and jute sacking, some manure, a few nails. 2-12 bully boys lounging around, tidying, throwing dice, etc.
4(A) Fine goods: bales of good cloth, down for pillows, fine furniture, finished clothing.
4(B) Barrels of ale and wine
4(C) Used goods: furniture, clothing, weapons, armour, saddles, tack, miscellaneous tools and equipment
4(D) Chemicals (seed oils, vegetable oils, some whale oil, distilled spirit, turpentine, tar)
4(E) Rough goods: hardware, lumber, cheap furniture, canvas, unfinished wool and cotton, tanned hides, iron ingots, fine marble slabs, bar copper, lead ingots, fine sand (for glass)
5. Water closet (one-holer feeds into sewer system; water supply fed from rainwater barrels on roof)
6. Ballock’s guards. 3-4 bully boys (larger, with swords) stand guard here; no-one enters, ever (appointments are always held elsewhere). However, Ballock has an eye for the ladies, and they will let a beautiful women in, if she drops his name and lets them frisk her for weapons. He lives here and is always here at night, often with (hired) female company.
7. Ballock’s chamber. Fine wood walls and ceiling, polished hardwood floor, carpets, tapestries; almost garishly decorated. Numerous valuable tchotchkies everywhere (50-100 of them, each 1 lb, each worth 10-100 gp).
7(A) Massive walnut 4-poster bed with drawn silk curtains (w. 1000 gp); usually 1-2 town whores of the more attractive and dumb variety here (50%). Between the mattress and the ticking on the east side is a MW Shortsword in a gold-chased black leather scabbard, and a Potion of Bull’s Strength.
7(B) Wardrobe: contains numerous fine tunics and cloaks, hosen, boots, feathered hats and all manner of fashionable and noble attire, none of it too clean. Also contains a broken MW Longsword in a gold-chased black leather scabbard and a large wooden shield.
7(C) Chest (Locked, Good, Pick DC 30): TRAP: Poison Needle (Search DC 25, Disable DC 25, Attack+10, damage 1+poison [Giant Wasp Venom: DC 18, 1d6 Dex/1d6Dex]). Contains set of accounts books, 3 Potions of Stallion’s Performance, 2 Potions of CSW, 1 Potion of Remove Disease, 1 MW Dagger in a gold-chased black leather scabbard, and assorted rings, arm-bands and necklaces (30 items, value 10-60 gp each).
7(D) Chest (Unlocked). Contains various smallclothes, stockings, a pair of fine leather gloves, a pearl-encrusted gold goblet (125 gp).
7(E) Wine Barrel: top loose, gold wine ewer and 3 goblets on top; half-full of good red wine (a few dead bugs floating in it). In the bottom of the wine barrel is a handful of rough, uncut rubies (12 rubies, each worth 50 gp uncut, 200+GP if cut). Can’t be seen unless wine is emptied out (manual search DC 30).
7(F) Bookshelf: Heavy wooden bookshelf, full of rolled scrolls, a few illuminated manuscripts (including [Search DC 25] a copy of the “Evincum Haradi”, an ancient High Elven text of immense value to scholars [1000-6000 gp], detailing the fall of the Houses of Harad at the end of the Age of Wisdom).
Under the bookshelf (Search DC 30, or automatic if bookshelf is moved) is a bronze strongbox set into the floor with an amazing lock (Pick DC 40); Ballock carries the only key. The door has hardness 10 and 40 HP. It contains 12x10 pound gold bars, 2x10 pound hardsilver bars, 1200 SP in rolls of 100, and a wooden box of potion vials (12 vials: 4 each of Invisibility, Bull’s Strength, and Fire Breath).
8. Back door: Very good lock, opens easily from the inside, Pick DC 30 from the outside. Door has a “Magic Mouth” spell on it that, if opened by anyone other than Ballock, will shriek “Intruders! Intruders!” once every 5 seconds for 2 minutes. It can be heard in a 300’ radius, and anywhere inside the building.
NOTE: There is a 12’ drop from the 2nd floor to the 1st. The railing is wooden and flimsy, has Hardness 5, HP 5, and a break DC of 13. It is 8’ from the 2nd floor to the ceiling rafters, which peak at about 16’ from the second floor, or 28’ from the first.
9. Guard post: 2 bully boys at this table at all times (4 at night), watching the front door and listening for intruders. Armed with Lt Xbows.
10. Arms locker: contains 6 Lt Xbows, 10 average shortswords, 22 clubs, 2 morningstars, and 11 quivers with 12 bolts each.
11. Common tables: 3-12 bully boys here at any time during the day, 1-2 sleeping on the tables at night. Dirty, half-eaten food, empty mugs.
12. Blaine’s corner. Wardrobe contains dirty tunics and trousers, boots, a heavy winter cape and a rusty battleaxe. Bedding has a dagger under the pillow. Chest contains smallclothes, a leather sack of 45 CP and 12 SP, a hand axe, a full wineskin and a dried loaf of rye bread.
13. Targus’ corner. Wardrobe contains dirty Hide Armour, a Dire Flail, winter boots, a heavy winter cloak with hood, a desiccated elf’s head and hands. Chest contains a small wooden strongbox, locked (Pick DC 25), containing 45 GP and 150 SP; smallclothes; a Potion of CLW, a pair of good quality manacles; a bulls-eye lantern, half-full of oil; and a waxed box containing 11 tindertwigs.
14. Owen’s corner. Wardrobe contains clean, elegant clothing in small sizes; good boots and shoes, and a fine woolen cloak with silk lining (v. 50 gp). It also contains a spare rapier (normal), a small MW buckler and composite shortbow and quiver containing 24 arrows. Behind the back wall of the cabinet (Search DC 28) is a secret door that opens in the wall of the warehouse, with a 6’ drop to the roof of the garderobe below.
The chest is locked (Pick DC 30) and contains smallclothes, a number of scrolls (all novels), a purse of 250 SP and another of 150 gp, as well as 4 Potions of CLW. At the bottom of the chest is a secret compartment (SEARCH DC 30) containing a Potion of Flying, a Potion of Invisibility, a gold and emerald necklace v. 1000 gp, and a gold and emerald ring v. 500 gp. The barrels contain average quality ale.
The Uruqua IV
Korkrynn
Avieccleasiae, aka The Bird Cult
(Lesser Servant of Bardan)
The Far-Sighted, Lady of Raptors
Of all the great faiths of Anuru, perhaps the most difficult one to explain is the one known as the Avieccleasiae; in the Traveling Tongue, the Bird Cult, or the Assassins of the Bird Goddess. Worship focuses around Korkrynn, one of the Lesser Servants of Bardan, a legendary individual who once served Bræa as one of the most powerful of the Minions of Light. Korkrynn, it is said, was the twin sister of Soryllea, and the two had been inseparable; but when Bræa appointed Soryllea Avatar of Winds, Korkrynn’s jealous anger came to the fore, and she repudiated the Light forever, and transferred her allegiance to the Uruqua. Bardan gave Korkrynn dominion of the skies and the raptors under his watchful eye, and (as is the way of evil) set her in opposition to her kin and her former allies. It is not known whether Korkrynn was entirely mad before this appointment; but if not, then the long ages warring against her one-time mistress and her own sister have made her so.
The Bird Cult rivals the Fist of Darkness as one of the most widespread faiths of Anuru; this is of course as Bardan wants it, seeing as how he himself lends his power, through Korkrynn, to the Cult’s works. Where the Fist enforces discipline and obedience, however, the Cult advocates and rewards unthinking, mindless savagery. Korkrynn’s disciples reject permanent places of worship, instead gathering in remote, often mountainous, locations for insane revels, and then dispersing again, often for months. Clerics obey no fixed hierarchy, preferring to settle questions of precedence by duelling – sometimes with spells, but more often with simple weapons and without defences.
While Korkrynn sponsors no Paladins, her Talons fulfill an analogous purpose. These are Barbarians who gain limited profane powers: at third level, and every 3 levels thereafter, a Talon gains one level of spell-casting ability as an Adept (but none of their other powers); their role is to guard the Cult and its members, and to seek out and destroy those who would spread the worship of Bræa, or any of the other Anari. Fortunately, the Talons are not numerous.
True Clerics of Korkrynn, by contrast, gain a number of special powers. They are able to summon a Familiar as a sorcerer of their level (which must be a carrion bird or bird of prey), and they are able to use their nails as natural weapons (treat as Armed). They have twice the normal visual range for their race, and gain Low Light Vision at 3rd level; Darkvision 60’ at 6th level; and Darkvision 120’ at 9th level.
Alignment: Chaotic Evil
Sphere(s): Air, raptors, carrion birds, storms
Sigil: Stylized yellow-eyed, bloody crow with sword on a blue field
Preferred hues: Blood and sky-blue
Preferred weapon: Any med+ sword
Worshippers’ alignment: Any evil
Domains: Air, Chaos, Madness, Weather
Church: Major
Lyra Kyllona
“Que buono me?”
(Greater Servant of Kær)
The Dark Songstress, Lady of the Pipes
Bards, it is said, consider danger a spice, and so it is not surprising that many of them – even those who are nominally good – revere Lyra Kyllona, the Dark Songstress. The reason for this is simple: while Myran may represent artists and performers among the Anari, she is too fundamentally chaotic to attract the worship of individuals for whom at least a measure of discipline is necessary. Myran’s mastery comes from her divine power; but mortals who aspire to tempt the soul and ensnare the senses with their art must struggle for long years to perfect their skills. Lyra Kyllona is the patron of all who make sacrifices for their art – and who, therefore, have the right to profit from those sacrifices, earning a decent wage for the gifts they give to lesser beings, and a little more besides.
This philosophy is explained in part by Lyra Kyllona’s origins. Once a woman of the Hiarsk (a fact recognizable by her flame-red hair and bright green eyes) who lived during the middle years of the Age of Wisdom, Lyra was a performer who sought only to share her art with the world. She traveled from city to town and back again, wandering between empire and wasteland, demonstrating her mastery of lute, horn, pipe and the dance to any who would pay heed, and demanding nothing in return. When she was waylaid and slain, therefore, there was no profit to be had from her body, and her murderers fled empty-handed.
Skill such as hers had been, however, can never be allowed to vanish from the world; and so she was sought out in the Long Halls by Kær the Thief, one of the Powers of Dark, who offered her immortality and a place among the Uruqua. Bitter and disenchanted, Lyra replied, "Que buono me?" Kær offered her recompense for renown, and the foremost place among the enchanters of Anuru – the chance to accept the praise, renown and reward that had been her due. Lyra accepted the offer; and since that time, Que buono me has been the motto of all who worship her. Art is to be sought and perfected for its own sake; but all things have a price, even art, and that price must be proportional to the value of the thing that is purchased. Lyra’s followers have a good sense of the value of their art.
Her church is small, but widespread and diverse. Lyra’s clerics are few, but potent; they gain Perform as a class skill, and add their level to all checks. They also gain Bluff and Intimidate. All must be proficient in singing, poetry, epic tales and at least one musical instrument. Lyra’s clerics also cast all Enchantment spells at CL+1.
Alignment: Neutral Evil
Sphere(s): Music, Art, Performance
Sigil: A lute and laurel wreath on a gold field
Preferred hues: Black and gold
Preferred weapon: Rapier
Worshippers’ alignment: Any non-lawful
Domains: Community, Dream, Glory, Luck, Mysticism
Church: Minor
Mælgorm
“The Kaldtmordr”
The Avatar of Winter (Bardan)
Despite his relative unimportance compared to some of his kin and comrades, Mælgorm is one of the best-known of the Uruqua by virtue of one single fact: he is the first of the Uruqua to be mentioned in the Tarinas Valtakirjas – the Book of the Powers, the tome of ancient poesie, inscribed in Draconic, that was brought to Elvehelm by the Three Golden Guardians at the end of the Eon of Darkness. The earliest tales in the Tarinas concern the birth of Eldukaris, the first of the Heroes of Men, and his search for Csæleyan, who had been kidnapped by the "King of Winter". It is not known whether the tale is strictly true, or whether it was simply a poetic analogy for the cycle of the seasons (winter overcoming summer, summer being delivered from the grasp of winter, et cetera). What is known for certain, though, is that Mælgorm exists, and that he is mighty.
The tale of the struggles between Bardan and Morga for overlordship of the Giants has been elsewhere told. Bardan made Gargarik one of his Greater Servants, and Morga raised Chamhain and Sylgur to prominence, to serve (respectively) as the Lords of the Fire and Frost giants. Bardan responded to the investiture of Sylgur by selecting Mælgorm from among the most powerful and capable of the Pit Fiends, and infusing him with the cold emptiness of the Void. Mælgorm thus was transformed, becoming a hideous being of ice, hating the cold even as he mastered it, and exercising lordship over winter and all of the beings that revel in the frosts. Mastery he was given over earth as well, and he became Bardan’s viceroy for the mountains; but in this role he has never dared to challenge Khallach, who in this realm is mightier far than he.
To increase his potency, Bardan gave Mælgorm a trident forged of pure white ice, Isgaffl, which freezes solid any corporeal being it touches, and with which he can bring savage winter storms into being in a trice. His only weaknesses are his lust for the green, growing things that are denied him by his new estate (for nothing green can grow within a mile of Mælgorm, nor can he approach within a mile of any green, growing thing); and his cleverness, which he thinks is enormous, but which in fact, is not - as demonstrated by the fact that Eldukaris won Csæleyan from him not by force of arms, but by craft.
Most clerics of Mælgorm are found among the Frost Giants, although the White Wyrms also respect him for his mastery of winter. His clerics gain Resistance to Cold equal to their level, and cast all damaging Cold spells at CL+4; but they can never cast Fire spells. They hate green and growing things (but, unlike their master, can approach them), and enjoy destroying forests and trees. Finally, priests of Mælgorm despise druids, and especially Fey creatures, and tend to attack them on sight.
Alignment: Lawful Evil
Sphere(s): Winter, snow, ice, mountains
Sigil: A thorn-wrapped sword on a black field covered with icicles
Preferred hues: Black, ice-blue and forest green
Preferred weapon: Trident
Worshippers’ alignment: any Evil
Domains: Cold, Earth, War, Weather
Church: Minor
14 October 2007
Apstrasys
It occurs to me that I neglected to post the NPC description for Apstrasys, the Wilder Elven Ranger that the Party met while taking down the possessed Dire Bear a few posts back.
So here it is.
* * * * *
Apstrasys (“Hawkeyes”)
(Wilder Elven Ranger 7)
Stats: Female Wilder Elf, 51; 5'1", 91 lbs
Hit Dice: 7d10+14 (57 HP)
Initiative: +5 (Dex)
Speed: 30’
Armor Class: 17 (+5 Dex, +2 Amulet)
Attacks (1) MW SSword x2 +10/+5 melee (1d6+2)
Attacks (2) MW MCLB+2 +13/+8 ranged or (+11/+6/+11) with Rapidshot Feat (1d8+2)
Face/Reach: 5’x5’/5’
Saves: F+7, R+7, W+5
Abilities: Str 15, Dex 20, Con 14, Int 12, Wis 17, Cha 8
Skills: Animal Empathy+6(5), Climb+4(6), Heal+4(7), Hide+4(9), Intuit Direction+4(7), Jump+4(6), Listen+4(9), Move Silently+4(9), Search+4(7), spot+4(9), Swim+4(4), Wilderness Lore+4
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Track
Languages: Common, Sylvan, Lizardman
Alignment: Lawful Neutral
Treasure: MW MCLB+2, MW Shortsword, MW Dagger, Amulet of Natural Armour +2
Class skills:
Favoured Enemies: Beasts, Dire Animals
Animal Companion: Fithayar (Snow leopard), killed by the possessed Dire Bear
Racial Abilities (Elf): Immune to magic sleep, +2 on saves vs. enchantment, Low-Light Vision, sword and bow proficiencies, +2 Search, +2 Spot, +2 Listen, 5’ Autosearch for Secret Doors
Appearance: Hawkeyes is a true scion of the Wilder Elves – short, wiry and pale, with brown hair, roughly-tanned leather clothing and bright green eyes. She dresses for fleet movement and concealment, and thus doesn’t make too much of an effort to stay clean. In the winter, along with all her folk, she dawns appropriate furs.
Personality: Hawkeyes is taciturn to the point of rudeness; all of her beauty is physical. She resents help and dislikes “outlanders” as potentially threatening to her tribe, refusing even their food unless there is nothing else available. Like all of her people, she reveres Shanyreet, although less as a diety than as an actual dweller in the forest.
As one of her tribe’s defenders, her role is to hunt down threatening beasts and animals, and destroy them. When the players came across her, she was badly wounded and ill from having come in contact with the Possessed Dire Bear from “The Bear Cave”; she has no animal companion because Fithayar, a Mountain Cat (Leopard), was killed by the Bear. Her first goal upon being healed was to destroy the bear that had attacked her kin; the second was to find the body of her companion, and return it to the forest.
Like all Wilder Elves, she is none too fond of the scions of the Third House, who treat her own people like an inferior race. Her name, incidentally, is recognizable in Elvish, where accipitracies means "Eyes of the Hawk".
So here it is.
* * * * *
Apstrasys (“Hawkeyes”)
(Wilder Elven Ranger 7)
Stats: Female Wilder Elf, 51; 5'1", 91 lbs
Hit Dice: 7d10+14 (57 HP)
Initiative: +5 (Dex)
Speed: 30’
Armor Class: 17 (+5 Dex, +2 Amulet)
Attacks (1) MW SSword x2 +10/+5 melee (1d6+2)
Attacks (2) MW MCLB+2 +13/+8 ranged or (+11/+6/+11) with Rapidshot Feat (1d8+2)
Face/Reach: 5’x5’/5’
Saves: F+7, R+7, W+5
Abilities: Str 15, Dex 20, Con 14, Int 12, Wis 17, Cha 8
Skills: Animal Empathy+6(5), Climb+4(6), Heal+4(7), Hide+4(9), Intuit Direction+4(7), Jump+4(6), Listen+4(9), Move Silently+4(9), Search+4(7), spot+4(9), Swim+4(4), Wilderness Lore+4
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Track
Languages: Common, Sylvan, Lizardman
Alignment: Lawful Neutral
Treasure: MW MCLB+2, MW Shortsword, MW Dagger, Amulet of Natural Armour +2
Class skills:
Favoured Enemies: Beasts, Dire Animals
Animal Companion: Fithayar (Snow leopard), killed by the possessed Dire Bear
Racial Abilities (Elf): Immune to magic sleep, +2 on saves vs. enchantment, Low-Light Vision, sword and bow proficiencies, +2 Search, +2 Spot, +2 Listen, 5’ Autosearch for Secret Doors
Appearance: Hawkeyes is a true scion of the Wilder Elves – short, wiry and pale, with brown hair, roughly-tanned leather clothing and bright green eyes. She dresses for fleet movement and concealment, and thus doesn’t make too much of an effort to stay clean. In the winter, along with all her folk, she dawns appropriate furs.
Personality: Hawkeyes is taciturn to the point of rudeness; all of her beauty is physical. She resents help and dislikes “outlanders” as potentially threatening to her tribe, refusing even their food unless there is nothing else available. Like all of her people, she reveres Shanyreet, although less as a diety than as an actual dweller in the forest.
As one of her tribe’s defenders, her role is to hunt down threatening beasts and animals, and destroy them. When the players came across her, she was badly wounded and ill from having come in contact with the Possessed Dire Bear from “The Bear Cave”; she has no animal companion because Fithayar, a Mountain Cat (Leopard), was killed by the Bear. Her first goal upon being healed was to destroy the bear that had attacked her kin; the second was to find the body of her companion, and return it to the forest.
Like all Wilder Elves, she is none too fond of the scions of the Third House, who treat her own people like an inferior race. Her name, incidentally, is recognizable in Elvish, where accipitracies means "Eyes of the Hawk".
The Uruqua (III)
Gargarik
Lord of Giants
(Greater Servant of Bardan)
The Greatest, The Lord of Giants, Old One-Eye
When the minions of the Dark were created in the years during the Wars of the Powers, the second to be brought forth (after Achamkriss, Lord of Wyrms) was Gargarik the Giant. An immense being of unfathomable strength and boundless ferocity, Gargarik delighted Bardan, for he seemed to be the opposite of everything that Achamkriss represented, in his thoughtless rage, unsubtle power, and a lust for battle and destruction. A true abomination, Gargarik resembles the Giant races only superficially, appearing as a colossal titan with the horns of a ram, and the single eye of a Cyclops. According to Giantish legend, Bardan put so much of his power into making Gargarik strong that he did not have enough strength left to craft a second eye. Gargarik’s detractors argue that he has only one eye because he is only smart enough to concentrate on one thing at a time.
What Gargarik lacks in brains, he more than makes up for in brawn. Among the Uruqua, his strength is unequalled, except perhaps by Morga or Bardan himself. Indeed, Morga, ever envious of Gargarik’s rule of the Giants, has in the past elevated a number of his minions to the status of Avatars in specific challenge to Gargarik, including his lesser servant, Chamhain (patron of Fire Giants), and Sylgur, the Avatar of the Frost Giants. Yet to Morga’s disgust, even these, his servants, acknowledge the primacy of Gargarik; and though they have tried to deceive and even slay him, not even the combined might of Chamhain, Sylgur and Mælgorm, the Avatar of Winter, has sufficed to bring Gargarik down.
None of the Kindred worship Gargarik, but his faith is widespread among the evil Giant races, as well as among the Ogres and similar giantish sub-species. Most of his priests are shamans, but among the Cloud Giants may be found true Clerics of Gargarik – fearsome specimens, who wield his powers with savage ferocity. Clerics of Gargarik automatically gain Power Attack at 1st level, Improved Bull Rush at 3rd level, and Improved Overrun at 5th level. They can channel any of their daily Turn Undead attempts into a Smite Good attack as a Paladin of their level. But while potent in battle, they are too erratic to serve as effective commanders, and thus may never take the Leadership feat.
Alignment: Chaotic Evil
Sphere(s): Giants, barbarians, warriors
Sigil: Stone-headed greathammer
Preferred hues: Grey and rust-red
Preferred weapon: Greathammer
Worshippers’ alignment: Any evil / giant
Domains: Chaos, Destruction, Madness, Strength, War
Church: Minor; “The Lord of Giants” (major among evil Giants)
* * * * *
Hasorex
The Emerald Enchantress
(Avatar of Dark Sorcery, Ekhalra)
The Emerald Enchantress, The Queen’s Bright Staff
The tale of Hasorex is not one to delight the ears of the Elves. Like Miros, Hasorex was a daughter of one of the ancient Kings of Elvehelm, long before the Age of Wisdom, when the Children of Bræa were besieged by the monsters and minions of Bardan. Like Miros, Hasorex sought power – but unlike Miros, her power was not the result of long years of study, but rather flowed from within, originating in some dark place within her soul. Hasorex lusted for her own glory and aggrandizement, not for the strength to aid her people. In her quest for arcane might, she came at length to Ekhalra’s camp, and offered her service in exchange for the might to warp the arcane flux to her will. Delighted at the prospect of a servant among the royal families of the Elves, Ekhalra agreed, and granted the wish of Hasorex – who returned to her home, her mind afire with the profane might of her new mistress, and destroyed her family and their fastness.
This deed cemented Hasorex’s place in the pantheon of the Uruqua. She is revered for her implacable, unwavering search for power for its own sake, and for her willingness to wield the forces of the cosmos to her own benefit. She is the patroness of all who practice Dark Sorcery. Usually pictured as a woman of what later came to be called the Third House of Harad, with a fine figure, azure eyes, and unruly sable hair, Hasorex wields the Emerald Staff – a gift from her mistress Ekhalra, that was crafted in mockery of the Azure Rod wielded by Tioreth. The Emerald Staff of Ekhalra grants Hasorex the ability to use any arcane spell once per day.
The worship of Hasorex is subtle and complex. She has few clerics, and all must be multi-classed as sorcerers. She has no temples as such, but her followers have created networks of Machtsteder throughout Anuru – sites where the strands of the arcane flux are gathered together with especial intensity, and where sorcery is especially potent. Sorcerers casting spells at one of the Machtsteder do so at CL+2 (for a Lesser site), or CL+6 (for a Greater site). Only the followers of Hasorex know where all of these mystical sites are located.
Alignment:: Neutral Evil
Sphere(s): Dark sorcery
Sigil: An azure eye, crowned, on an emerald pentacle
Preferred hues: azure and emerald
Preferred weapon: Staff
Worshippers’ alignment: Evil
Domains: Cold, Luck, Fire, Magic
Church: Very minor; “The Order of the Emerald Staff” (no temples, consecrated power sites only)
* * * * *
Kaaris
The First Fang
(Greater Servant of Tvalt)
First Fang, The Master of Dust, Lord of Lichs and Vampires
In a pantheon that contains many horrors, surely Kaaris is one of the worst. Like many of the Anari, he was once mortal; a Son of Esu and a mage of tremendous powers, but with a heart as black as winter’s ice. Architect of a plan to bring about the downfall of the empires of Esud, he was stopped only by one of the Priests of the Allfather, who cast upon him a terrible curse, rendering him an undying spirit, with an unquenchable thirst for blood. While this ended his imperial ambitions, it brought about an unending legacy of horror; for Kaaris satisfied his thirst, and in doing so, spread the curse of blood throughout Anuru. For this reason, he is called the First Fang, and Lord of Vampires.
His affliction did nothing to stem his ambitions, however, and his mastery of the arcane arts continued. At length he discovered the means to warp both the arcane and the divine flux, overcoming his curse long enough to transform himself into a Lich – a lifeless mockery of life, but one with horrific powers. As the only being in Anuru ever to become both Vampire and Lich, and as a mighty mage, Kaaris was sought out by Tvalt, and became second among the Servants of the Master of the Long Halls, after Allarkin, the Traveller.
Kaaris’ appearance reflects reality: a terrifying vision of undeath, wielding the Ebon Staff, a tool vouchsafed him by his master, Tvalt, with which Kaaris is able to both create and command legions of the undead. His clerics – who routinely engage in unholy and profane rights with the undead – can create, control and rebuke twice as many HD of undead per level, and are +4 on all saving throws against the special powers of undead creatures. Sacrifices to Kaaris are made by slaying victims on his altars, and then immediately animating them as zombies to guard those same altars.
Esu himself, who hates the undead with a divine passion, has sworn to destroy Kaaris, and awaits the opportunity to do so. Perhaps this hatred stems from the fact that Esu knows that it was his own divine power, albeit wielded by one of his clerics, that first brought the Plague of the Fang to Anuru.
Alignment:: Neutral Evil
Sphere(s): Corporeal undead, lichs, vampires
Sigil: A fanged skull on a black sun
Preferred hues: Bone and black
Preferred weapon: Staff
Worshippers’ alignment: Any evil
Domains: Death, Domination, Magic, Mysticism, Summoner
Church: Minor; “The Masters of Dust”
13 October 2007
The Fall of the Wizard-King
Well, it's that time again - Sîan Barraj, the Dwarven sabbath, when the forges are banked, and we all gather 'round the fires, fill our mugs and flagons, settle our feet near the embers, and talk quietly while the chanter tunes his lute or viol, clears his throat, and runs over in his mind the words of an ancient ballad.
This evening's song is another selection from the Tales of the Wyrm - a mournful and distressing tune in a minor key, with plenty of the accidentals and syncopation that were popular with the Elven bards a few centuries past, when Elvehelm's virtuoso, Ceorlinus Rectinarius, was doing his finest work. The eldest of the College Chanters, and those most knowledgeable about the tunes and poesie of ancient Harad, tell an odd tale about this piece: that although Rectinarius penned the words, he refused to set them to music, in the belief that such a tale of horror and betrayal should never become part of the Elven musical tradition. Thus, while the Evincum is attributed to Rectinarius, his name is never invoked when the piece is sung to music, for fear that his spirit - long since gone to the Long Halls - will rise up again in wrath, and punish those who dared to lay such a fell deed at his feet.
What terrible tale could prompt so great a bard to eschew recognition? Why, a tale of a daughter who, along with her mother, conspired to kill her own father, taking by murder that which would have, in time, been her due. One of the darker chapters in the history of the Fair Folk, to be sure, and one which they devoutly wish had never occurred.
But it did.
* * * * *
Rune the Eighth:
Evincum Rex Venificus
(The Fall of the Wizard King)
First Canto, from the Canto Renovatium
by Ceorlinus Rectinarius
Ill-born Bîardath, King of Harad
met the heralds on the heath,
Who, in the words of dark-eyed Mærglyn,
cast this challenge in his teeth:
“Yield thy crown, and yield thy kingdom”;
this the message heralds brought,
“Else damnation and destruction
in the dark shall be thy lot.”
Bîardath, fell and full of fury
on this missive briefly thought;
Bold and numerous his legions,
strong with arms that he had wrought.
Thus unto his daughter’s spokesmen
he addressed him in this wise,
Daring her to come and face him
‘neath the brazen Lastreap skies.
“Come thou forth and face me, youngling;
dare my wrath with blade and bow.
Thou shalt find in me the might
that laid thy feckless grandsire low.
Thou shalt find a fire of darkness
stoked to scorch thy being whole;
Thou shalt find a fatal venom
to consume thy trait’rous soul.
Whither now, thy mighty armies,
reft of flesh, and naught but bone?
Whither now, thy monstrous minions?
For it seems thou stand’st alone.
Bring thy warriors; dare my anger,
I will see their corpses piled;
Come thou forth, and taste the vengeance
due a foul, rebellious child!”
At these words, the heralds horsed them,
and unto their mistress rode.
Dark her ire and dark her visage,
when she felt her sire’s goad.
Fire in violet eyes was kindled;
shining swords from scabbards sprung;
Spears were piled, and bowstrings twisted;
helm and shield from saddle slung.
Long and long, the ranks of archers;
long the ranks of spearmen ran.
Nigh as numerous strode the sword-thegns
and the horsemen of her clan.
But when Mærglyn looked upon them
and recalled her father’s words,
Thought she then her vict’ry called for
more than darkling shafts and swords.
Bright the knife shone in the stonelight;
Mærglyn’s hands ran red with blood.
Swift she cast a sorcerous circle;
Soon, within, a figure stood:
A beguiling, wingèd demon,
white of breast and red of eye;
A hornèd denizen of darkness,
called from where cold shadows lie.
Mærglyn knelt unto this vision,
and, in supplication, cried:
“Äiti Varjo, lend thy powers,
come and stand thou at my side;
Bring thy sword and fire, I beg thee,
venture forth from thy dark lair;
By thy cursèd blood, I charge thee;
by that cursèd blood we share.”
Then the beast stepped forth in fire,
through the shining, rune-set ring,
And behind her raged a maelstrom
horned and scaled, on claw and wing.
From this dreadful host, a clamour
to the star-washed heavens rose,
Howling to unleash their fury
on the flesh of Mærglyn’s foes.
And before them strode the demon
of dark beauty and desire,
A reeking sword of ice in one hand,
and the other wreathed in fire.
Forth this vision strode in shadows,
and on Mærglyn softly smiled;
“Thus I answer to the summons
of my wilful, wond’rous child.”
Mærglyn’s host forsook their hiding,
and unto the Earth arose,
And the fair face of Anuru
was besmirched by Anã’s foes.
Strengthened so by Üru’s minions,
Mærglyn’s might could not be stayed,
Thus they fell upon the Elflands
and beset them, wood and glade.
In the verdant fields, her horsemen
broke the ranks of fair Harad;
Helm was riv’n, and shield splintered,
and the red blood stained the sod.
Thus with life the fields were watered,
and in the streets, ran fetlock deep;
Thus the lords of light were slaughtered;
Thus there none were left to weep.
When the final rank was shattered
and the last defender fled,
Trait’rous Mærglyn faced her father
in the thronehall, stained and red.
Red the heather of the hillside;
red the wheatfields of the plain;
Red the fangs of fiends feasting
on the mountains of the slain.
“Fie on thee, unfaithful child,”
glowered Bîardath in his ire;
“Fie on thee, unfaithful lover,”
quoth the demon wreathed in fire.
“Good my father, thou art vanquished,”
Mærglyn said unto her sire;
“Doff thy crown, and beg my mercy,
lest I cast thee to the pyre.”
“Do thy will as thou wouldst do it,”
prideful Bîardath answered fair,
And he brandished forth his wand,
with power over earth and air.
“Thou canst not hope to overcome me,
for my arts exceed thy ken;
If I fall, I will avenge me,
when in time I rise again.”
Coldly smiling, Mærglyn answered,
“Father mine, I know thy might.
How to slay thee I have pondered
through the long expanse of night.
‘Twas a riddle dark and daunting,
that I studied long and hard,
‘Till thy might vouchsafed mine answer!”
And she swung her gleaming sword.
Swift her blade flamed in the darkness,
and it fell on Bîardath’s fist;
And she cut his right hand from him,
severed cruelly at the wrist.
As he fell, she hastened forward,
Tasting blade, and blood-kin’s bond;
Then stooped, and when she stood again,
held to her heart his dreadful wand.
“Father mine, I know thy power,”
quoth the maiden to his pain,
“And I know I cannot slay thee,
lest in wrath thou rise again.
So by thy might, thou now art banished;
from the light, thy soul is hurled.
Unto darkness, I condemn thee,
‘till the breaking of the world.”
With one hand, she cast a circle
scribed in runes upon the ground;
With the wand, she called forth darkness,
‘void of light, and life, and sound.
Thus with art she bound her father
and she cast him through the gate,
Thus Bîardath left Anuru,
sharing mighty Tîor’s fate.
With the Wand, she shut the portal,
and in wrath and vict’ry stood,
Buttressed by her howling minions;
stainèd with her peoples’ blood.
Mærglyn mounted to the dais,
where at last she stood alone.
Thus with wand and blood-washed crown,
the daughter took the father’s throne.
This evening's song is another selection from the Tales of the Wyrm - a mournful and distressing tune in a minor key, with plenty of the accidentals and syncopation that were popular with the Elven bards a few centuries past, when Elvehelm's virtuoso, Ceorlinus Rectinarius, was doing his finest work. The eldest of the College Chanters, and those most knowledgeable about the tunes and poesie of ancient Harad, tell an odd tale about this piece: that although Rectinarius penned the words, he refused to set them to music, in the belief that such a tale of horror and betrayal should never become part of the Elven musical tradition. Thus, while the Evincum is attributed to Rectinarius, his name is never invoked when the piece is sung to music, for fear that his spirit - long since gone to the Long Halls - will rise up again in wrath, and punish those who dared to lay such a fell deed at his feet.
What terrible tale could prompt so great a bard to eschew recognition? Why, a tale of a daughter who, along with her mother, conspired to kill her own father, taking by murder that which would have, in time, been her due. One of the darker chapters in the history of the Fair Folk, to be sure, and one which they devoutly wish had never occurred.
But it did.
* * * * *
Rune the Eighth:
Evincum Rex Venificus
(The Fall of the Wizard King)
First Canto, from the Canto Renovatium
by Ceorlinus Rectinarius
Ill-born Bîardath, King of Harad
met the heralds on the heath,
Who, in the words of dark-eyed Mærglyn,
cast this challenge in his teeth:
“Yield thy crown, and yield thy kingdom”;
this the message heralds brought,
“Else damnation and destruction
in the dark shall be thy lot.”
Bîardath, fell and full of fury
on this missive briefly thought;
Bold and numerous his legions,
strong with arms that he had wrought.
Thus unto his daughter’s spokesmen
he addressed him in this wise,
Daring her to come and face him
‘neath the brazen Lastreap skies.
“Come thou forth and face me, youngling;
dare my wrath with blade and bow.
Thou shalt find in me the might
that laid thy feckless grandsire low.
Thou shalt find a fire of darkness
stoked to scorch thy being whole;
Thou shalt find a fatal venom
to consume thy trait’rous soul.
Whither now, thy mighty armies,
reft of flesh, and naught but bone?
Whither now, thy monstrous minions?
For it seems thou stand’st alone.
Bring thy warriors; dare my anger,
I will see their corpses piled;
Come thou forth, and taste the vengeance
due a foul, rebellious child!”
At these words, the heralds horsed them,
and unto their mistress rode.
Dark her ire and dark her visage,
when she felt her sire’s goad.
Fire in violet eyes was kindled;
shining swords from scabbards sprung;
Spears were piled, and bowstrings twisted;
helm and shield from saddle slung.
Long and long, the ranks of archers;
long the ranks of spearmen ran.
Nigh as numerous strode the sword-thegns
and the horsemen of her clan.
But when Mærglyn looked upon them
and recalled her father’s words,
Thought she then her vict’ry called for
more than darkling shafts and swords.
Bright the knife shone in the stonelight;
Mærglyn’s hands ran red with blood.
Swift she cast a sorcerous circle;
Soon, within, a figure stood:
A beguiling, wingèd demon,
white of breast and red of eye;
A hornèd denizen of darkness,
called from where cold shadows lie.
Mærglyn knelt unto this vision,
and, in supplication, cried:
“Äiti Varjo, lend thy powers,
come and stand thou at my side;
Bring thy sword and fire, I beg thee,
venture forth from thy dark lair;
By thy cursèd blood, I charge thee;
by that cursèd blood we share.”
Then the beast stepped forth in fire,
through the shining, rune-set ring,
And behind her raged a maelstrom
horned and scaled, on claw and wing.
From this dreadful host, a clamour
to the star-washed heavens rose,
Howling to unleash their fury
on the flesh of Mærglyn’s foes.
And before them strode the demon
of dark beauty and desire,
A reeking sword of ice in one hand,
and the other wreathed in fire.
Forth this vision strode in shadows,
and on Mærglyn softly smiled;
“Thus I answer to the summons
of my wilful, wond’rous child.”
Mærglyn’s host forsook their hiding,
and unto the Earth arose,
And the fair face of Anuru
was besmirched by Anã’s foes.
Strengthened so by Üru’s minions,
Mærglyn’s might could not be stayed,
Thus they fell upon the Elflands
and beset them, wood and glade.
In the verdant fields, her horsemen
broke the ranks of fair Harad;
Helm was riv’n, and shield splintered,
and the red blood stained the sod.
Thus with life the fields were watered,
and in the streets, ran fetlock deep;
Thus the lords of light were slaughtered;
Thus there none were left to weep.
When the final rank was shattered
and the last defender fled,
Trait’rous Mærglyn faced her father
in the thronehall, stained and red.
Red the heather of the hillside;
red the wheatfields of the plain;
Red the fangs of fiends feasting
on the mountains of the slain.
“Fie on thee, unfaithful child,”
glowered Bîardath in his ire;
“Fie on thee, unfaithful lover,”
quoth the demon wreathed in fire.
“Good my father, thou art vanquished,”
Mærglyn said unto her sire;
“Doff thy crown, and beg my mercy,
lest I cast thee to the pyre.”
“Do thy will as thou wouldst do it,”
prideful Bîardath answered fair,
And he brandished forth his wand,
with power over earth and air.
“Thou canst not hope to overcome me,
for my arts exceed thy ken;
If I fall, I will avenge me,
when in time I rise again.”
Coldly smiling, Mærglyn answered,
“Father mine, I know thy might.
How to slay thee I have pondered
through the long expanse of night.
‘Twas a riddle dark and daunting,
that I studied long and hard,
‘Till thy might vouchsafed mine answer!”
And she swung her gleaming sword.
Swift her blade flamed in the darkness,
and it fell on Bîardath’s fist;
And she cut his right hand from him,
severed cruelly at the wrist.
As he fell, she hastened forward,
Tasting blade, and blood-kin’s bond;
Then stooped, and when she stood again,
held to her heart his dreadful wand.
“Father mine, I know thy power,”
quoth the maiden to his pain,
“And I know I cannot slay thee,
lest in wrath thou rise again.
So by thy might, thou now art banished;
from the light, thy soul is hurled.
Unto darkness, I condemn thee,
‘till the breaking of the world.”
With one hand, she cast a circle
scribed in runes upon the ground;
With the wand, she called forth darkness,
‘void of light, and life, and sound.
Thus with art she bound her father
and she cast him through the gate,
Thus Bîardath left Anuru,
sharing mighty Tîor’s fate.
With the Wand, she shut the portal,
and in wrath and vict’ry stood,
Buttressed by her howling minions;
stainèd with her peoples’ blood.
Mærglyn mounted to the dais,
where at last she stood alone.
Thus with wand and blood-washed crown,
the daughter took the father’s throne.
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