tag:blogger.com,1999:blog-58942569234685206572023-06-20T21:06:34.126-07:00A Land Fit For Heroes And Their HorsesAli the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.comBlogger52125tag:blogger.com,1999:blog-5894256923468520657.post-33961119152143463012017-08-25T14:08:00.001-07:002017-08-25T14:08:03.238-07:00Revisitation updateI <em>think </em>that I have brought the material roughly up to date as indicated in 'Pent Revisited'. If anything appears wrong, or the formatting has gone weird, please do comment.<br />
<br />
I shall now turn to some sections that I have long wanted to fill in.Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-45482214170510065532017-08-20T06:37:00.001-07:002017-08-20T06:37:47.590-07:00Pent revisitedFollowing a variety of events - the publication of the Guide, a period of clinical depression, blood poisoning, moving home, new job etc etc etc, but especially taking into account the changes relating to the de-canonisation of ILH1, I shall be returning to this wonderful land and modifying some of that which was posted previously.Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com1tag:blogger.com,1999:blog-5894256923468520657.post-80915952815244811342016-07-15T02:18:00.000-07:002016-07-15T02:18:26.358-07:00Senbar<div style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;">
<br /></div>
<br />
<strong><em>This evil place first appeared in 1051, when it was revealed by a gigantic earthquake that knocked horses over all across Pent. The denizens of Senbar terrorized the herds of Pent until they were finally defeated as a result of the Great Contest. The place is still haunted by demons and avoided by the Pentans.</em></strong> (Guide to Glorantha)<br />
<br />
It is also described as 'rising from the stone rubble'.<br />
<br />
While there is a temptation to go down the path of living demonic walls, this appears to imply that it was actually built on the stone ruins of something <em>older</em>.<br />
<br />
The denizens themselves are described as Huan To, ghouls, and '<em>other demons'. </em><br />
There are insufficient to appear as a separate category in the Pentan population table, and it is implied that their power is now severely constrained, but as a marked permanent settlement one can assume a population in excess of 1,000. The Ten Arrows still avoid the Haunted Lands, so their ability to harm major Pentan tribal coalitions must be accepted.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="11th century unknown painters - Sts Savinus and Cyprian are tortured - WGA19709.jpg" class="mw-mmv-final-image jpg mw-mmv-dialog-is-open" height="213" src="https://upload.wikimedia.org/wikipedia/commons/4/46/11th_century_unknown_painters_-_Sts_Savinus_and_Cyprian_are_tortured_-_WGA19709.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Humanoid Senbarites at leisure</td></tr>
</tbody></table>
What then, can we tell of the overall population? The fact that there are a significant number of ghouls who (quoting Anaxial's Roster) must 'eat the corpses of intelligent beings... at least one corpse per week implies a very real difficulty for a balanced ecosystem. If one were only to number 100 ghouls that would require their depredations to be more widespread than they are. Even if we accept that they are the funeral directors for the other inhabitants of Senbar, this still leaves us with a drastic shortfall, or a host of short-lived demons.<br />
<br />
Since the Huan To elsewhere exhibit a similarity to the Kralorelans, perhaps we may posit large herds of slave sentients in mimicry of cattle and pig herds.<br />
<br />
<br />
What other demons would one expect to find here? Since the Huan To are described as originating from the Vithelan Underworld, perhaps others of that brood, such as Andins?<br />
<br />
There is also the fact that it would appear to be the Pentans defining them as demons, so perhaps those of the Pentan pantheons might also be present in some numbers.<br />
<br />
Therefore, I think one might reasonably populate Senbar as follows.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Claude Noury 1506 The Torment of the Cauldron.jpg" class="mw-mmv-final-image jpg mw-mmv-dialog-is-open" height="269" src="https://upload.wikimedia.org/wikipedia/commons/e/e7/Claude_Noury_1506_The_Torment_of_the_Cauldron.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Preparation for a ghoul-feeding</td></tr>
</tbody></table>
<br />
Huan To 300<br />
Ghouls 100<br />
Andin 200<br />
Other Vithelan 50<br />
Argoomi Diokos riders 100<br />
Badaski weaponsmiths 10<br />
Kon-Kon 20<br />
Bound Tilnta Brood-mares 40<br />
Krarshtkids 30<br />
Romal 20<br />
Enlo herd-slaves 1000<br />
Dark Troll Brood-mares 10<br />
Human herd-slaves 200<br />
Various demonics 100<br />
Various draconics 100<br />
Chaotic elementals 100<br />
Chaos ghosts 500<br />
Passion spirits 100<br />
Animated skeletons 500<br />
Basilisks 10<br />
<br />
<br />
The magics available in the city's defence would be immensely varied and unpredictable, much to the inhabitants' advantage.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Coppo di Marcovaldo, Hell.JPG" class="mw-mmv-final-image JPG mw-mmv-dialog-is-open" height="223" src="https://upload.wikimedia.org/wikipedia/commons/c/c2/Coppo_di_Marcovaldo%2C_Hell.JPG" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">That which awaits</td></tr>
</tbody></table>
<br />
The nature of the city itself might be quite dramatically varied also, with a stone basal ring, but then with towers and walls based on the whims and abilities of each quarter's inhabitants. In some parts, demonic organics may yet hold sway. Given the proximity of Hell and the abilities of many of the inhabitants, the old 'non-Euclidean' description could fit very well. The powers invoked during a Great Contest might have been required to make any headway against them at all.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/8/87/Stradano_Inferno_Map_Lower.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Stradano Inferno Map Lower.jpg" data-file-height="1080" data-file-width="844" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Stradano_Inferno_Map_Lower.jpg/468px-Stradano_Inferno_Map_Lower.jpg" srcset="https://upload.wikimedia.org/wikipedia/commons/thumb/8/87/Stradano_Inferno_Map_Lower.jpg/702px-Stradano_Inferno_Map_Lower.jpg 1.5x, https://upload.wikimedia.org/wikipedia/commons/8/87/Stradano_Inferno_Map_Lower.jpg 2x" width="156" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">One survivor's memories of what he saw as part of the ritual at the Great Contest<br />
</td></tr>
</tbody></table>
That will be my Senbar anyway. YSMV.<br />
<br />
Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-32925374089688130202016-07-12T03:59:00.001-07:002016-07-12T03:59:39.671-07:00Linguistic Features of Pent<br />
<h2 align="center" class="MsoNoSpacing" style="margin: 0cm 0cm 0pt; text-align: center;">
<u>The Language of Pent<o:p></o:p></u></h2>
<br />
<div align="center" class="MsoNoSpacing" style="margin: 0cm 0cm 0pt; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><o:p><span style="font-family: "calibri";"> </span></o:p></b></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">The first and most important point to realise is that
‘Pentan’ as a language has only existed since the Seleran Empire produced a <i style="mso-bidi-font-style: normal;">patois</i> that permitted communication
between the very disparate elements of the army.<span style="mso-spacerun: yes;"> </span>Prior to that there were distinct languages
spoken within major tribal groupings and in specific regions that were not
mutually intelligible.<span style="mso-spacerun: yes;"> </span>The languages of
the Gamatae mixed with those of Nivorah, Dara Happa and Pelanda and numerous
fragments of Peloria to produce a wild blend with local outcomes.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">Secondly, Pentan has no native written form, and
therefore it is not sufficient to render it in the form of letters.<span style="mso-spacerun: yes;"> </span>The sounds are exactly that, not a
combination of letters, and the phonemes vary across the land, despite Sheng’s
best efforts.<span style="mso-spacerun: yes;"> </span>A result of this is that
written forms may record the one phoneme in a number of different ways, and the
language can seem far more varied than it actually is.<span style="mso-spacerun: yes;"> </span>For example, Eusibus of Alkoth is a name
rendered in Dara Happan.<span style="mso-spacerun: yes;"> </span>The same
initial sound might be rendered as Yu- in Pelanda and the Grazelands.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">Thirdly, no language is static when it has living
speakers.<span style="mso-spacerun: yes;"> </span>The settlement of Kralorelans,
Teshnans, and Chern Durelites has continued to influence the ways in which the
sounds are locally pronounced.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<h3 class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
Sins of Omission <o:p></o:p></h3>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">A great deal of what makes a language stand out can be
summed up in what it does <i style="mso-bidi-font-style: normal;">not </i>do!<span style="mso-spacerun: yes;"> </span>Initial sounds make a great impression, and
what may be said of Pentan is that it lacks several of those which occur in
Dara Happan and other ‘Firespeech’ languages.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">While there are apparent exceptions (explained hereafter)
there are no (or rare) words starting with the following:<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">E, M, N, P, Qu/Kw, S, W or X. <o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">This indicates that Pent is not a Pentan word.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">The exceptions are Eusibus, mentioned in the second
paragraph, Sirdaryo, which may be seen as a softened form of an original
Zirdaryo, Seleris which appears more of a Pelorian title, and one use of W
which can be understood as a remnant of an ancient Hw, as still present in the
Pelorian Hwarin.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">Similarly, there are numerous word endings missing:<span style="mso-spacerun: yes;"> </span>D, F, G, J, V, W, X, Y and Z.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> In the central belt there is a significant influence from Teshnos and Kralorela, and in north and east from Chern Durel. These influences are more matters of pronunciation rather than meaning.</span></o:p><br />
<o:p><span style="font-family: "calibri";"></span></o:p> </div>
<span style="font-family: "calibri";">These simple facts, along with standard patterns of
elision, mean that the following may be taken as the Pentan versions of Dara
Happan names from the Fortunate succession.<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="1740 Plate with Triumphal Entry of Alexander in Babylon anagoria.JPG" class="mw-mmv-final-image JPG mw-mmv-dialog-is-open" height="320" src="https://upload.wikimedia.org/wikipedia/commons/thumb/d/d9/1740_Plate_with_Triumphal_Entry_of_Alexander_in_Babylon_anagoria.JPG/1024px-1740_Plate_with_Triumphal_Entry_of_Alexander_in_Babylon_anagoria.JPG" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An Emperor of Dara Happa returning in triumph to Raibanth</td></tr>
</tbody></table>
<o:p><br />
<span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<b style="mso-bidi-font-weight: normal;"><span style="font-family: "calibri";">DH<span style="mso-tab-count: 2;"> W </span>Pent<span style="mso-tab-count: 2;"> C</span><span style="mso-tab-count: 2;"> </span>Pent<span style="mso-tab-count: 2;"> N& E</span><span style="mso-tab-count: 2;"> </span>Pent<o:p></o:p></span></b></div>
<br />
<span style="font-family: "Helvetica Neue", Arial, Helvetica, sans-serif;">Yelm Alm Am 'al</span><br />
<span style="font-family: "Helvetica Neue", Arial, Helvetica, sans-serif;"></span><br />
<span style="font-family: "Helvetica Neue", Arial, Helvetica, sans-serif;">Murharzarm Burharzarm Burharsharm Burarsharng</span><br />
<span style="font-family: "Helvetica Neue", Arial, Helvetica, sans-serif;"></span><br />
<span style="font-family: "Helvetica Neue", Arial, Helvetica, sans-serif;">Khorventos Khorventos Korvaindosh Korvengkoth</span><br />
<div class="MsoNormal" style="margin: 0cm 0cm 8pt;">
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Ovosto Ovosto Ai'osto Ovotho</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: "calibri";">Orogoros Orokoros Airogoros Orogoroth </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Oravinos Orafinos Aira'inosh Ora'inoth </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Anaxial Anazial Anashial 'angatheel </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Lukarius Lukarius Lukariush Mlookareeth </span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: "calibri";">Urvairinus Urvairinus Urvairinush Urvairinuth </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kestinoros Kestinoros Kaishtinorosh Ketinoroth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Manarlavus Banarlafus Banarlafush Banarlavuth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Vanyoramet Vanyoramet Vanyoramait Vanyaranget</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Manimat Banibat Banibat Banibat</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kazkurtum Kazkartum Kashkartum Kathkartoon</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Jenarong Jenarong Jainarong Jenarong</span><br />
<br />
<span style="font-family: "calibri";">Gerruskoger <span style="font-family: "calibri";">Gerruskoger Gairukshogair Gerungkogger</span></span><br />
<span style="font-family: Calibri;"></span><span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Vuranostum Vuranostum Vuranostum Vuranothun</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Huradabba Huradabba Huraddaba Uratanga</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: "calibri";"> </span><span style="font-family: "calibri";">Dardaggus Dardaggus Dardangush Dardaguth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kerunebbe Kerunebbe Kerunaibao Kerunengee</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Dagguneri Dagguneri Dangunairi Daguneri</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kestinendos Kestinentos Kekshinaintosh Kethinengkoth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Illadarga Illadarga Ai'addarga Ilatharga</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Viramakradda Viramakradda Viramakshradda Virangakada</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Eusibus Yusibus Yusibush Yusi'uth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Harkaztem Harkaztem Harkashtaim 'arkatheng</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Khordavu Khordafu Kordafu Kordavu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Anirmesha Anirbesha Anirbaisha 'irbetsa</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Wanthanelm Anthanalm Andanam 'antanal </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Anirdavu Anirdafu Anirdafu 'angirdavu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Erraibdavu Arraibdafu Araibdafu 'arai'davu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Mahzanelm Bahzanalm Bashanam Bathanal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Erzanelm Arsanalm Ashanam 'erthanal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Khorzanelm Khorsanalm Korsanam Korsanal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Radaidavu Rataidafu Rataidafu Grataidavu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Anirestyu Anirastyu Anirash'yu 'anirathyu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">(Nysalor) Byzalor Buesha'or Bithalor</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">(Ordanestyu) Ordanastyu Oddanashyu Danathyu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Erzanestyu Arsanastyu Ashanash'yu 'arsanathyu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Anirinelm Anirinalm Anirinam 'anirinal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Raibmesha Raibbesha Raibaisha Grai'etha</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Elmharsnik Almharsbik Amharshbiksh 'alarik</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Sothenik Zothanik Sotaniksh Zothanik</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Helemshal Helamshal He'msha 'elangshal </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Vorandevu Vorandefu Voranddaifu Vorangdaivu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Fenaldevu Fenaldefu Fainaddaifu Vengaldevu </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Asvekhordevu Asvekhordefu Ashvekshoddaifu 'asvengkordevu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Desikselm Desiksalm Daisiksham Daithingksal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Desikanir Desikanir Daishikshanir Daithingkanir</span><br />
<span style="font-family: "calibri";"> </span><br />
<span style="font-family: "calibri";">Verendekelm Verantakalm Vairandaksham Verantakal</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Denesiod Debeziot Daibaishiat Denethot</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Elmesiod Albeziot Abaishiat 'albethot</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Dismesiod Disbeziot Dishbaishiat Dithbethot</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Elmexdros Almazdros Amashdrosh 'alathoth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Dismexdros Disbezdros Dishmekshdrosh Dithbethoth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Karmexdros Karmazdros Karmakshdrosh Karmathoth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Elmatryan Almatryan Amadd'an 'alat'an</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Dismatryan Disbatrayan Disbadd'an Disbatrayan</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Ulikarelm Ulikaralm Uddiksharam Ulingkaral</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Dismanthuyar Disbanthar Disbandar Dithbantar</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Karvanyar Karvanyar Karvanyar Karvanyar</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Sarenesh Zaranash Saranash Zaranath</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Heredesh Heratash Hairatash 'eratath</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Karsdevan Karsdefan Karshdeban Kardevan</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Karsdevesus Karzdefasus Karshdebasus Kardevathuth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kewetdesh Ketdesh Kaiddesh Ketdeth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kewetdevsus Ketdevsus Kaiddebsus Ketde'ooth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kumardesh Kubardesh Kumaddaish Ku'ardeth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Khorviramaka Khorvirabaka Korvirabaksha Korvira'ka</span><br />
<span style="font-family: "calibri";"> </span><br />
<span style="font-family: "calibri";">Kumarstyu Kumarstyu Kumar'u Kungathyu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kumardros Kumartros Kumartrosh Kungatroth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Alenvus Alanfus A'anfush 'alangooth</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Khorkestinus Khorkastibus Korkashtibush Korkathoos</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kumardroni Kubertrobi Kuber'obi Kubertsobi</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Kewetdroni Ketrobi Kai'obi Ketsobi</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Vinyartyu Vinyartu Vinyartyu Vingyartu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";">Spengatha Zbengatha Saingata Zbeggatha</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: Calibri;">Yelmgatha Yelmgatha Yaimgata Yelgatha</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Vinyargatha Vinyargatha Vinyargata Vinyargatha</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Desderius Desderius Daisdairiush Dethderooth</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Vinyardavu Vinyardafu Vinyardafu Vinyardavu</span><br />
<span style="font-family: Calibri;"></span><br />
<span style="font-family: Calibri;">Elmexdavu Almazdafu Amashdafu 'alathdavu</span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/9/97/Orlat_plaque.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Orlat plaque.jpg" data-file-height="480" data-file-width="555" height="276" src="https://upload.wikimedia.org/wikipedia/commons/9/97/Orlat_plaque.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Pentan mirror-back depicting warfare against Kastoki raiders</td></tr>
</tbody></table>
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"><strong>With much gratitude to Tindalos for access to some of his (as yet unpublished) <em>magnum opus</em> on the language of Dara Happa</strong>. </span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
<span style="font-family: "calibri";"></span><br />
</div>
<div class="MsoNormal" style="margin: 0cm 0cm 8pt;">
<div class="MsoNormal" style="margin: 0cm 0cm 8pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNormal" style="margin: 0cm 0cm 8pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
</div>
Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-78169565970512216692016-07-07T22:30:00.001-07:002017-08-23T00:42:44.634-07:00A scholar's approach to the Gopher people<br />
<div align="center" class="MsoNoSpacing" style="margin: 0cm 0cm 0pt; text-align: center;">
<b style="mso-bidi-font-weight: normal;"><u><span style="font-family: "calibri";"><em>The Gor-Dun Precursor Culture<o:p></o:p></em></span></u></b></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<span style="font-family: "calibri";">Many believe that, because of their present lack of any
high culture, the Gor-Dun have never been more than they are.<span style="mso-spacerun: yes;"> </span>However, wandering across the steppes will
make the open mind wonder anew.<span style="mso-spacerun: yes;"> </span>There
are strange monoliths and petroglyphs, humps resembling the burial mounds found
elsewhere in Genertela, and in the most parched areas ranks of stakes on small
hillocks.<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">It is the purpose of this paper to indicate that there
was once a culture, or series of cultures, spread across Pent.<span style="mso-spacerun: yes;"> </span>I hope that the department will look upon
this with generosity of spirit, and will not dismiss it as has been my
experience with my previous three monographs.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">In the names and power of Irippi Ontor, Bright Arrow Of
Truth, and She Who Guards Us.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Site 1<span style="mso-spacerun: yes;"> </span>(Named as
Falber Hill By my Red Haired guards)<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">But one day's travel east of the Place of Surrender, this
mound was surmounted by three small monoliths, each about half the height of a
human.<span style="mso-spacerun: yes;"> </span>The monoliths were quite smooth,
with engravings on the sides facing outwards from the centre of the mound.<span style="mso-spacerun: yes;"> </span>These engravings were identical, being of the
form<span style="mso-spacerun: yes;"> </span></span></div>
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";"><span style="mso-spacerun: yes;"> </span>- -<o:p></o:p></span></div>
<span style="font-family: "calibri";"><span style="mso-tab-count: 3;"> </span><span style="mso-spacerun: yes;"> </span>I<o:p></o:p></span><br />
<span style="font-family: "calibri";"><span style="mso-tab-count: 3;"> </span><span style="mso-spacerun: yes;"> </span>I I<o:p></o:p></span><br />
<span style="font-family: "calibri";"><span style="mso-spacerun: yes;">
</span>which I suggest is a stylised Gopher face.<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">I first invoked protective wards against any remnant
curses, wary of the terrible Fist Of Pain, removed the monoliths (which may now
be viewed in Annex 3B)<span style="mso-spacerun: yes;"> </span>and laid out a
standard Buserian Grid Of Inquiry over the mound.<span style="mso-spacerun: yes;"> </span>Our Divine Master guided the process of the
dig, which resulted in laying bare a burial site.<span style="mso-spacerun: yes;"> </span><o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">The ashes of the deceased were sealed within a pear-shaped
ceramic vessel, and accompanied by the following grave goods: <span style="mso-tab-count: 1;"> </span>A notched spear-thrower, engraved with a
stylised gopher</span></div>
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";"><span style="mso-spacerun: yes;"> </span><span style="mso-tab-count: 3;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-tab-count: 1;"> </span>A
stone statuette of a pregnant female human<o:p></o:p></span></div>
<span style="font-family: "calibri";"><span style="mso-tab-count: 4;"> </span>Multiple
flint arrowheads<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">These may also be viewed in Annex 3B.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">Site 2 (Not named by my guides)<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><span style="font-family: "calibri";">A further lunation’s ride to the north east revealed a
cliff whose lower portions were covered in petroglyphs.<span style="mso-spacerun: yes;"> </span>The great majority of these were very
rudimentary depictions of bison and mammoth.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">There was, however, one very interesting inclusion of a
reindeer with a solar disc impaled on its antlers, pursued by a human on
skis!<span style="mso-spacerun: yes;"> </span>Is it too much to conjecture that
this might be the Gor-Dun myth of the loss and return of Yelm Invictus? <o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p><o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Site 3<span style="mso-spacerun: yes;"> </span>(Named by
the guides, but I was placed under a gaeas not to reveal it)<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Avoiding a Korer raiding party, we took refuge in the lee
of a hill, which revealed itself to be a shaft grave!<span style="mso-spacerun: yes;"> </span>On my own, I was insufficient to lay out an
effective Grid Of Inquiry over the whole hill, and had to undertake excavation
in a less than adequate style.<span style="mso-spacerun: yes;"> </span>However,
Our Immortal Teacher led me to an inner chamber after but three nights of
excavation.<span style="mso-spacerun: yes;"> </span>This chamber was about eight
paces across, and rooved throughout with mammoth bones, which proved sturdy
after who knows how many years?<span style="mso-spacerun: yes;"> </span>(My
request for information failing to elicit The Great Lecturer’s grace)<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Within were found six pots of the type encountered at
Site 1, accompanied by a scattering of ivory shards and flint arrow heads.<span style="mso-spacerun: yes;"> </span>Here, however, each pot bore upon it the
symbols noted on the monoliths from Site 1, painted in red.<span style="mso-spacerun: yes;"> </span>I conjecture these to be the spirit forms of
the dead, but they were long past contacting, or so it seemed.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">The night after opening the chamber our camp was attacked
by six ghosts howling unknown words.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">They were weak, and easily driven off.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Site 4<span style="mso-spacerun: yes;"> </span>(Un-named)<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">A series of nine monoliths across a valley.<span style="mso-spacerun: yes;"> </span>These were rough and uncarved, and in two
cases shattered.<span style="mso-spacerun: yes;"> </span>However, the fact that
they were perfectly aligned indicates sentient origin.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<span style="font-family: "calibri";">Site 5<span style="mso-spacerun: yes;"> </span>(Un-named)<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
</div>
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">After two lunations journey to the east, into a most arid
region, we came across a complex site with three mounds, a hillock bisected by
a line of stakes; and numerous petroglyphs of gophers, humans, hsunchenised
human-gophers, bison and mammoths.<span style="mso-spacerun: yes;"> </span>While
the petroglyphs deserve no special description (although small examples may be
found in Annex 3B) the other four deserve special mention.<span style="mso-spacerun: yes;"> </span>In many ways, this was the most productive site,
although seemingly of a quite different culture, or possibly two cultures.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<span style="font-family: "calibri";">5A<span style="mso-tab-count: 1;"> </span>The
first mound was highly resistant to the Buserian Grid, and there were numerous
wards and curses still active.<span style="mso-spacerun: yes;"> </span>Once
penetrated it proved to be a funerary mound, but the five persons buried were
all intact skeletons.<span style="mso-spacerun: yes;"> </span>One appeared to be
male, with the remains of a heavy wooden shield and long bone spear.<span style="mso-spacerun: yes;"> </span>Next to him were eight flint spearheads,
covered in a reddish powder.<o:p></o:p></span><br />
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">The other four appeared to be female, with numerous
armlets and anklets of pierced beads.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">5B<span style="mso-tab-count: 1;"> </span>The
second mound was poorly built and had collapsed inwards long ago.<span style="mso-spacerun: yes;"> </span>Using this weak point, I was able to safely
unearth three skeletons, all arrayed as per the presumed females in 5A.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">5C<span style="mso-tab-count: 1;"> </span>The
third mound had no active defences, which was a surprise given the
contents.<span style="mso-spacerun: yes;"> </span>It appeared to be a female
shamanic individual, with a variety of unusual items which may be viewed in
Annex 3C.<span style="mso-spacerun: yes;"> </span>The remnants of a cloak
appeared to have been covered in circles of ivory, each marked with unknown
runes.<span style="mso-spacerun: yes;"> </span>Some of these contain animal
spirits.<span style="mso-spacerun: yes;"> </span>She also had a copper hand
mirror of Sairdite manufacture, bearing on the reverse a scene of three dogs
chasing around the exterior and Jajagappa the accursed in the centre.<span style="mso-spacerun: yes;"> </span>A well preserved leather cauldron was
flattened and used as a pillow.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">5D<span style="mso-tab-count: 1;"> </span>The
hillock was bisected north/south by the stakes, which averaged two hand spans
beneath and four above the soil.<span style="mso-spacerun: yes;"> </span>Many
had fallen, and several showed signs of fire-hardening of the tips.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">North of the line there were no finds, whereas south of
the line there were fifteen pot burials.<span style="mso-spacerun: yes;">
</span>The pots were long and tubular (Cf Annex 3C) and filled with the bones
of the deceased.<span style="mso-spacerun: yes;"> </span>No other grave goods
were to be found.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">There being no time remaining for further explorations we
returned to the Red Hair Place swiftly, and thence to this temple.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">I believe that there can be no cause for doubting that
the exhumed dead were Gor-Dun, nor that the cultures indicated were higher than
that which we at present see.<span style="mso-spacerun: yes;"> </span>I would
conjecture that either their culture collapsed under Gamatae pressure, or that
we do not see all of their present culture.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">I request funding for a further expedition in the coming
season.<o:p></o:p></span></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<o:p><span style="font-family: "calibri";"> </span></o:p></div>
<br />
<div class="MsoNoSpacing" style="margin: 0cm 0cm 0pt;">
<span style="font-family: "calibri";">Delardios Caranhir, Field Researcher Minor.<o:p></o:p></span></div>
Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-65127855074984502182016-06-09T06:22:00.001-07:002016-06-09T06:22:14.066-07:00Traderoutes across Pent<strong>The Great Amber Path</strong><br />
<br />
Despite the name, this route involves the trade of a great many northern goods into the heart of Pent, and then to the edge of Prax. When the weather allows, trade is frequent.<br />
<br />
Gathering points within Lentasia muster caravans carrying sealskin, whale ivory, dried fish and amber. They then proceed along the Elyu-Ene to the foothills of the Rockwoods, from whence they head to the Hellcrack. In these travels they will trade for Hazia, Date Wine and items of Teshnan craft. At the Hellcrack they will trade for anything with an Otherworld origin. Finally, the hardiest will cross into Prax, trading with the Oasis People at Eggs On Rocks Oasis. Returning northwards they will carry spices, slaves, strange feathers and leathers, and the horrendously priced Hundred Season Eggs prepared by the Oasis People. They will trade for foodstuffs, fabrics and hazia to take into the north.<br />
<img alt="" class="mw-mmv-final-image jpg mw-mmv-dialog-is-open" height="143" src="https://upload.wikimedia.org/wikipedia/commons/thumb/e/e9/Ambre_bleu_dominicain_21207.jpg/1024px-Ambre_bleu_dominicain_21207.jpg" width="200" /> An unusual piece of blue amber, sacred to the White River<br />
<br />
<strong>The Iron Road</strong><br />
<br />
Seldom travelled more than once a year due to the costs involved, this is the route by which iron might normally enter Pent. <br />
<br />
From Palaspar the route passes north of the Von Mountains (to avoid the Red Hair Tribe) and thence through the Hurran Bor. Passing along the West King's Highway and past Thunder Butte it reaches the Sirdaryo, and thence to the Hot Lake. Iron may be traded all along this route, but the price is generally astronomical, given that the best trade will be at the Hot Lake. From the Hot Lake the caravan carries smoked shellfish, elephant ivory, sugar beet, metal ores and gemstones.<br />
<br />
<br />
<strong>The Demons' Track</strong><br />
<strong></strong><br />
This is a high value route, accompanied by dangers and only used by the strongest caravans. Magical items pass along it, accompanied by other goods.<br />
<br />
From Zangshi Kinool the route leads to the Hot Lake, carrying items relating to the faiths of Chern Durel. Trading will be done for decorative wares, slaves and hazia. From there the track proceeds down the Sirdaryo to the Hellcrack. Here there is a lively trade for Otherworldly goods. Finally the caravans pass on to the Tower of Orathorn. This is the end spot for any slaves, and remaining magical goods. Heading back they will carry bizarre magics from Orathorn, picking up more from the Hellcrack, and hazia and slaves from the Hot Lake.<br />
<br />
<img alt="玉合貛 照片 042.jpg" class="mw-mmv-final-image jpg mw-mmv-dialog-is-open" height="150" src="https://upload.wikimedia.org/wikipedia/commons/9/9b/%E7%8E%89%E5%90%88%E8%B2%9B_%E7%85%A7%E7%89%87_042.jpg" width="200" /> Charm containing a great Sandfox spirit from Orathorn<br />
<br />
<br />
<strong>Woodway</strong><br />
<br />
This is a source of strange spices and unusual spirits. It is only undertaken during the warmest summer weeks.<br />
<br />
Caravans gather at the Hot Lake, bearing sugar beet, Teshnan crafts (except worked wood!), rice and such seeds as have been gathered from the Steppe.<br />
From the Hot Lake the Woodway travels down the Sirdaryo, and thence to the West King's Highway. From here it passes to the Sky King Mountain, where the rice is traded to the nearby clans. Avoiding Gork's Hills as far as possible, it then proceeds to a point south of Griffin Mountain to trade with the Aldryami. There the beet, seeds and crafted items are traded for the seeds and stamens which are used for many spices, and for such captive spirits as the Aldryami cannot utilise.<br />
<br />
<img alt="" class="mw-mmv-final-image jpg mw-mmv-dialog-is-open" height="140" src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/65/Pfeffer-Gew%C3%BCrz.jpg/1024px-Pfeffer-Gew%C3%BCrz.jpg" width="200" /> Er'oring peppercorns<br />
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-58129339797344177462016-06-08T13:26:00.000-07:002016-06-08T13:26:12.519-07:00Trade goods of PentThe Lunar caravan is well known, and is reliably led by the Red Hair Tribe on routes that do not reveal the strength and semi-settled population that is building around the Hot Lake. It carries the wealth of Peloria eastwards, and bring that of the east homewards. However, it is not the only trade route, nor are these the only trade goods that cross the steppes.<br />
<br />
Most trade is done on the small scale between clans and settled communities. There are many goods that can be found throughout Pent, provided you know where to go or are willing to search. These include the herded and domesticated beasts of Pent and their products, including horn and antlers, wool and hide, felt and leather, meat and milk products, hoof and bone.<br />
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The relevant creatures include horse, pony, dog, cattle, pig, goat, donkey, reindeer.<br />
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However, some areas have herds others do not.<br />
Zebu and sheep may be found in all areas apart from the north, while the few elephants the Teshnans have are only to be found near the Hot Lake.<br />
<img alt="Zeravshan District. City of Samarkand. A Man with a Horse WDL11137.png" class="mw-mmv-final-image png mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/e/eb/Zeravshan_District._City_of_Samarkand._A_Man_with_a_Horse_WDL11137.png/800px-Zeravshan_District._City_of_Samarkand._A_Man_with_a_Horse_WDL11137.png" width="149" /> A local trader in the Hot Lake area<br />
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Similarly the vegetables grown in the small farms of the settled and semi-settled communities can also be found in many parts of the steppe.<br />
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In all but the north may be found sources of barley, flax, fruit, and hazia.<br />
The west provides opium, central Pent produces nuts and dates, with the nut oil and date wine that result, while the east has rice paddies and sugar beet fields.<br />
If you are willing to trade with the Uz, they gather many plants from their marshlands.<br />
<br />
<u>Hunting and Fishing</u><br />
Fish abound in the rivers and lakes of Pent, and the listing of animals for each area will indicate what may be hunted, and the materials to be gained from these can form a local resource.<br />
For example, mammoth ivory from the north is much prized, as are seal-skin coats from the White Sea littoral. Whale fat is a valuable source of oil, and what may be harvested from a giant arthropod can be both rare and valuable. The Hot Lake is a ready source of shellfish.<br />
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<a href="https://upload.wikimedia.org/wikipedia/commons/4/4a/Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG"><img alt="File:Seal mask, Eskimo, early 20th century, carved wood, red and white pigments, whale ivory.JPG" data-file-height="2492" data-file-width="1890" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG/455px-Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG" srcset="https://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG/682px-Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG 1.5x, https://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG/910px-Seal_mask%2C_Eskimo%2C_early_20th_century%2C_carved_wood%2C_red_and_white_pigments%2C_whale_ivory.JPG 2x" width="151" /></a> A whale ivory shield<br />
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<u>Minerals etc.</u><br />
The Teshnan settlements in the southern regions produce worked metal, wood, shell and beads.<br />
Hyaloring metalwork comes from the western and central steppes. Lentasian amber comes in a variety of colours, the colour determining who will buy and for how much. Occasional mines in the east produce metal ores and precious gems. Ivory comes from the north - Mammoth and Whale - and the Hot Lake - Elephant. The Chern Durelites of the east produce carved stone of all dimensions in their ancient native - and often horrible - style.<br />
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<u>Slaving</u><br />
This is common practice, and may be found in all areas.<br />
Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-3396793333058569512016-06-06T08:18:00.001-07:002016-06-06T08:31:10.882-07:00Bo Shan and the Hot Lake StatesIt must be remembered that Bo Shan's journeys belong to history, and what is to be found at the Hot Lake in the post-Seleran Empire period will be profoundly different.<br />
<br />
<br />
<strong><u>Entering the Concealed Region</u></strong><br />
<br />
My guides finally condescended to take me to the region that they named 'Hidden Riches', which is a land of many minor settled peoples, and some who roam during the warmer times and huddle around the sources of warmth during the impossibly cold winters of this land. If only they would embrace Solf, their inner flames would keep them hot, but their servitude to the Kargzant spirit or the Ignorant demon suns of Karn Torail keep them in poverty.<br />
<br />
After crossing the sand-river we came to a place rugged and barren, before the land became even more broken yet wooded, which put me in mind of our own northern foothills, although the trees are quite different. I was informed that we were now in the land of the KenKen, a people who followed the faith of Karn Torail.<br />
<br />
<strong>KenKen</strong><br />
The people of this land are much divided, with most showing little refinement while the king and the priestly caste wear clothing of Dragon Empire origin and are -for the most part - literate. I was advised to avoid any appearance of missionary work, since they do not even tolerate Pentan shamans here. We experienced little welcome, although there was trading to be done. After twenty days we moved on, and upon cresting a rise of the borders of the Hli-Ul I had my first sight of the Hot Lake itself, a wonder in the midst of this parched land.<br />
<br />
<strong>Hli-Ul</strong><br />
From the rise I could see cultivated fields stretching towards us, petering out and turning to pasture as the land ascended. The Hli-Ul are relatively prosperous and happy, and without exception follow the religion of Basko, the Black Sun of which I wrote in my volume concerning Karn Torail.<br />
Food is gathered and stored in common, and all the people receive a ration as decided by the High Priest. Remarkably, he eats no more than does the lowliest free member of the kingdom. By contrast they treat their slaves with great cruelty, and they are half-starved at all times.<br />
The Great Keep of Hli-Ul is a poor thing of mud-brick, and although the High Priest rules from here, it is not military might but religious power that keeps the land independent safe.<br />
<br />
While we were there, the Rekindling Festival took place. A rough-hewn wooden statue of Basko was placed within a four-wheeled image car, in appearance like a hollow step-pyramid, and wheeled throughout the whole country before coming to rest outside the Great Keep. The car was set alight with much pagan singing and blood-letting, and when the smoke cleared and the embers cooled, a black jade statue of Basko was revealed, transformed by the prayers and dire magics of the priests.<br />
<br />
I was told that there was a plan to build a mighty stone pyramid to replace the Great Keep, and the work would be a full eighty years in the doing. Neither on this journey nor my subsequent return did I see any sign that any foundations had been laid.<br />
<br />
I was pleasantly welcomed by the High Priest, but he showed no interest in the Great Truths.<br />
After thirty seven days we moved on to another lakeside land, Tse-Huo, which is split from Hli-Ul by a stretch of wooded ravines.<br />
<br />
<strong>Tse-Huo</strong><br />
Tse-Huo is as different from the preceding lands as may be imagined. The people are of that Pentan type named Darkusite, a people so fierce they are almost bestial. They were in the midst of what they name their 'Five Year Assembly', and all of their clans were camped along the water's side.<br />
The clan encampments were very colourful, with silk banners and streamers marking every chieftain's and shaman's tent. Although they showed off their ferocity in their Assembly Games, they were surprisingly courteous to us, treating our arrival as a good omen for reasons which remained unexplained.<br />
The Great Khan of the people was in possession of a mighty religious relic, the Skull of Darkus, and the people gathered to venerate it while lashing and cutting themselves. The violence of their Games becoming repulsive, we stayed but eight days before moving on.<br />
<br />
<strong>Talilo</strong><br />
Crossing several streams we came into a land inhabited by a people of mixed ancestry, Pentans and Karnites, happily living alongside each other. Their ruler is of the Eyaloran Pentans, and is named<br />
the Beauteous Horseman. Their Great Keep is an extensive warren of stone and mud brick, much adorned with statues and masks of the Karnite demons, but topped with Eyaloran prayer flags.<br />
The Karnites tend rice fields and fish in the streams of the land, while fearing to fish or gather at the lakeside. The Pentans hunt widely over the plains to the south west of the lake.<br />
I had some success interesting some of the Pentans in Solf's Great Truths, but one of their shamans intervened, chastising them with a blazing spirit.<br />
The shamans of this land are many and varied, and have no accepted leaders.<br />
The Beauteous Horseman was actually a pock-faced brute, a drunkard with numerous children.<br />
On my later visit I found the Pentans absent, and was told that there was a contest in progress to determine who would inherit the title now that the old man was dead.<br />
<br />
<strong>Ochsha</strong><br />
The eastern extremity of the lake is held by the Ochsha, and amongst them I felt truly endangered.<br />
The people are Darkusite and more feral than their Tse-Huon kin to an astonishing degree.<br />
The clan leaders are constantly feuding to see who will hold the title of Jakhan, and skirmishes are a perfectly normal occurrence! The men are naturally hard and greatly given to falsehood, for which they feel no shame, but rather account it a sign of intellect. The women are repulsive, and thankfully obscured from normal view by leather hoods.<br />
They are, however, one of the most devout peoples I have ever met in my travels. Indeed, they sacrificed my horse to Kargzant with great glee, and gave me the roast generative bodies to eat at the subsequent feast.<br />
<br />
I did not trouble to revisit them, and gather that their lives remain as they were then.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/d/d5/Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Babur and his army emerge from the Khwaja Didar Fort.jpg" data-file-height="1006" data-file-width="559" height="599" src="https://upload.wikimedia.org/wikipedia/commons/thumb/d/d5/Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg/333px-Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg" srcset="https://upload.wikimedia.org/wikipedia/commons/thumb/d/d5/Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg/499px-Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg 1.5x, https://upload.wikimedia.org/wikipedia/commons/d/d5/Babur_and_his_army_emerge_from_the_Khwaja_Didar_Fort.jpg 2x" width="333" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A fanciful rendering of Bandelkun Castle in the Zanozar edition</td></tr>
</tbody></table>
<strong>Bandelkun Castle</strong><br />
Bandelkun is a mixed population, Karnite, Eyaloran and Hayar-Anmador Pentan. They are a well organised state, and very martial in their attitudes, brought on not least by their proximity to the Ochsha.<br />
The Castle itself is the most impressive of the fortifications around the lake, although that is a simple thing to achieve! It is built exclusively of stone, faced with white plaster and painted with a variety of curses to ward off attackers. The people are well provided for, with rice, almonds, a variety of fruit and plentiful hunting. If one of the states was too unite all the lands of the Hot Lake, I am sure this would be it. The riders are well armed with lance and bow, their foot with mace and sling, and both are well supplied with heavily quilted armour.<br />
Their Hayar-Anmadoring King is well supplied with counsellors and magicians.<br />
We spent almost sixty days as his guests, talking of all the lands I had visited. When we left, he gifted me with an astounding steed with many magical powers.<br />
<br />
The lands between Bandelkun and KenKen on the north side of the lake are waste at the present, although there are clear evidences of previous inhabitation. I have heard much concerning a goddess<br />
of the lake, but I saw neither temple nor shrine dedicated to her alone. However, before we left that region my guides insisted on binding the arms and legs of three of our slaves and throwing them into the waters as a sacrifice.<br />
Such is the savagery of those who I had come to think of with some affection.Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-29574859344450429602015-07-08T01:07:00.001-07:002015-07-08T01:07:26.496-07:00The Pentan Pack Spider<h2>
The Pentan Pack Spider</h2>
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The pack spider has its origin in the Hellcrack, but has spread since the Darkness to a number of cliffs, chasms and plungeholes across Pent. These creatures are communal and non-competetive, although rivalry over breeding rights does occur between the males. There are, in fact, two distinct sub-species of the pack spider, <i>Pentas Yarae</i> and <i>Pentas Communalae. </i></div>
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Both grow to the size of a wolf-hound, and their patterns of behaviour are very similar to each other.</div>
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One web unites the community, which may hold up to 200 adults. Only 10% are males, which leads to a dangerous level of inbreeding. To counter this, groups of 1-3 dozen will migrate between the settlements (how they know where the others are remains a mystery), and it is these groupings that are generally encountered.</div>
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Whilst these numbers may not offer a threat to an organised warband, they are very dangerous to the herds of the Pentans, and to unfortunate scouting parties.</div>
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They move at a speed and with a style similar to a wolf pack, pursuing and exhausting prey before the final attack, leaping from 3-4 meters away.</div>
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<i>Pentas Yarae</i></div>
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Black bodied and red legged, these have a paralysing venom. After biting they will withdraw until their prey collapses, at which time they will return to feed.</div>
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<i>Pentas Communalae</i></div>
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Black pneumothorax and legs with a golden abdomen, they have an agonising venom. Each member of the pack will attempt to bite a large prey, overwhelming it with pain. Once the prey has been rendered unconscious from overwhelming agony, they feed.</div>
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NB Please pardon the lack of illustrations. I am an arachnophobe, and just writing about them gives me the jitters!</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com1tag:blogger.com,1999:blog-5894256923468520657.post-72515307001238962942015-06-12T09:45:00.001-07:002015-06-12T09:45:39.457-07:00The Mystic Schools of the Steppe<h2>
<a href="https://upload.wikimedia.org/wikipedia/commons/0/07/Oxherding_pictures%2C_No._7.jpg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="File:Oxherding pictures, No. 7.jpg" data-file-height="600" data-file-width="600" height="200" src="https://upload.wikimedia.org/wikipedia/commons/0/07/Oxherding_pictures%2C_No._7.jpg" width="200" /></a>The Mystic Schools of the Steppe</h2>
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<span style="font-family: inherit;">The system of Mysticism being used here is based on that in Hero Wars, but developed rather differently.</span></div>
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<b><span style="font-size: 14.0pt;">Zho Lath Ey</span></b><span style="font-size: 14.0pt;"> (Mysticism, Illusion)<o:p></o:p></span></div>
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<i><span style="font-size: 14.0pt;">“All life is slavery”</span><o:p></o:p></i></div>
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<b>Mythos and History<o:p></o:p></b></div>
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Zho was a great practitioner of some of the magics of
Aptenace the Sage, who saw that the rules to be applied to life in the
Kralorelan Empire were simply restrictions.
He meditated on how to live a life that was unbounded, and came to the
realisation that any interaction with another being imposed limitations. Over time he encountered illumination, and as
Zho Lath introduced a reclusive Way that distanced the practitioner from all
others.<o:p></o:p></div>
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This served him for two centuries, until he realised the
isolation from others was also a chain.<o:p></o:p></div>
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His subsequent period of meditation brought him to the
realisation that he declaimed to the Exarch of Boshan, “All Life is Slavery,
including your life and that of the Dragon Emperor”. His mystic powers enabled him to avoid
further restraint and execution.<o:p></o:p></div>
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As Zho Lath Ey he introduced a new Way, one that people
of all ranks could embrace, seeing all the enslavements of life, and choosing
which to accept and which to reject.<o:p></o:p></div>
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<b>Depiction<o:p></o:p></b></div>
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Open coffle chains.<o:p></o:p></div>
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<b>Particular Likes
and Dislikes<o:p></o:p></b></div>
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No great favour to any, but absolute detestation for any
who place others in chains.<o:p></o:p></div>
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<b>Cult Organization
and Holy Places<o:p></o:p></b></div>
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Each Dojo is independent, with absolute disobedience
being as accepted as absolute obedience.<o:p></o:p></div>
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<b>Holy Days<o:p></o:p></b></div>
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None as such.<o:p></o:p></div>
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<b>Physical Training<o:p></o:p></b></div>
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All methods of escapology and gymnastics. There is no Martial Art within the way of Zho
Lath Ey.<o:p></o:p></div>
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<b>Mental Training</b><o:p></o:p></div>
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The mystic is taught extreme introspection, with the
ability to see any restrictions being imposed, by community, self, or other
individual.<o:p></o:p></div>
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<b>Spiritual Training<o:p></o:p></b></div>
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The mystic is taught the magics that allow them to
shatter restraint, and to discard slavery.<o:p></o:p></div>
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<b>Powers<o:p></o:p></b></div>
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Escape Physical Restraint<o:p></o:p></div>
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Identify Restraint<o:p></o:p></div>
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Overcome Restraint<o:p></o:p></div>
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Escape Slavery<o:p></o:p></div>
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Gymnastics<o:p></o:p></div>
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<b>Novice<o:p></o:p></b></div>
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Anyone with a Mysticism rune may join. They are schooled in the basics of the Way at
their Dojo, discovering the hidden powers of slavery in the world.<o:p></o:p></div>
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<b>Mystic<o:p></o:p></b></div>
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Anyone with 1Ш in either of the cult runes may attempt to
convince their Dojo’s Enlightened E y that they are fit to be a Mystic. This is overcoming a Hard resistance. They learn all the Powers as indirect magical
abilities.<o:p></o:p></div>
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<b>Enlightened Ey<o:p></o:p></b></div>
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A Mystic with 11Ш in the keyword must overcome Very Hard
resistance to be accepted as an Enlightened Ey.
The Enlightened must depart their Dojo, and have the option of starting
one of their own.<o:p></o:p></div>
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The Enlightened use their Powers as direct magical
abilities.<o:p></o:p></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Changchun-Temple-Master-and-disciples-painting-0316.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="300" src="https://upload.wikimedia.org/wikipedia/commons/thumb/5/52/Changchun-Temple-Master-and-disciples-painting-0316.jpg/800px-Changchun-Temple-Master-and-disciples-painting-0316.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sheng and his first seven disciples in Boshan</td></tr>
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<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b><span style="font-size: 14.0pt;">Immanent Mastery</span></b><span style="font-size: 14.0pt;"> (Mysticism, Dragon)<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<i><span style="font-size: 14.0pt;">“Let us shorten the Path”</span></i><span style="font-size: 14.0pt;"><o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Mythos and History<o:p></o:p></b></div>
<div class="MsoNoSpacing">
The form of the School of Immanent Mastery which has been
brought to the plains is similar, yet distinctly different from that of
Kralorela. The powers that are available
are those of draconic humanity, not of dragons limited by human form.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Depiction<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A naked bisexual figure covered in scales..<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Particular Likes
and Dislikes<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Likes any draconic power.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Cult Organization
and Holy Places<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Each Dojo is independent, with absolute disobedience to
the Incipient Dragon as a requirement.<o:p></o:p></div>
<div class="MsoNoSpacing">
Holy Places for the cult are those where dragons are
known to dwell or frequent.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Holy Days<o:p></o:p></b></div>
<div class="MsoNoSpacing">
None as such.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Physical Training<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Strength and endurance.
The Martial Art of The Growing Dragon is both an armed and unarmed
style.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Mental Training</b><o:p></o:p></div>
<div class="MsoNoSpacing">
The art of Draconic Thought is taght, along with Auld
Wyrmish in both written and rudimentary spoken form.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Spiritual Training<o:p></o:p></b></div>
<div class="MsoNoSpacing">
The mystic is taught the magics that allow them to
imitate draconic powers.<o:p></o:p></div>
<div class="MsoNoSpacing">
<o:p> </o:p> </div>
<div class="MsoNoSpacing">
<b>Powers<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Skin hard as dragonscale<o:p></o:p></div>
<div class="MsoNoSpacing">
Health as impervious as dragonsgut<o:p></o:p></div>
<div class="MsoNoSpacing">
Shrug off flame as if draconic<o:p></o:p></div>
<div class="MsoNoSpacing">
Kata of the Growing Dragon<o:p></o:p></div>
<div class="MsoNoSpacing">
Claws sharp as dragon talons<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Novice<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Anyone with a Mysticism rune may join. They are schooled in the basics of the Way at
their Dojo, discovering the hidden dragon within themselves.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Mystic<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Anyone with 1Ш in either of the cult runes may attempt to
convince their Dojo’s Incipient Dragon that they are fit to be a Mystic. This is overcoming a Hard resistance. They learn all the Powers as indirect magical
abilities.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Incipient Dragon<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A Mystic with 11Ш in the keyword must overcome Very Hard
resistance to be accepted as an Incipient Dragon. The Incipient must depart their Dojo, and
have the option of starting one of their own.<o:p></o:p></div>
<div class="MsoNoSpacing">
The Incipient use their Powers as direct magical
abilities.<o:p></o:p></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Drago 1.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="570" src="https://upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Drago_1.jpg/640px-Drago_1.jpg" style="margin-left: auto; margin-right: auto;" width="337" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b><span style="font-size: 14.0pt;">Third Eye</span></b><span style="font-size: 14.0pt;">
(Mysticism, Storm)<o:p></o:p></span></div>
<div class="MsoNoSpacing">
<i><span style="font-size: 14.0pt;">“Now I see your inevitable defeat”<o:p></o:p></span></i></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Mythos and History<o:p></o:p></b></div>
<div class="MsoNoSpacing">
When Shavaya opened the Third Eye of the Solar Storm,
some of the cultists discovered that they had found a different way to power,
while they had lost their original contact with the Solar Storm.<o:p></o:p></div>
<div class="MsoNoSpacing">
The cult is highly secretive, and has established a
presence in and beyond the Jankley Bore, where they seek to grow in influence
without becoming tools of other powers.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Depiction<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A mighty king and mage with three eyes, the third central
and upright.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Particular Likes
and Dislikes<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Detest Shavaya cultists, and intensely fear Can Shu.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Cult Organization
and Holy Places<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Each Dojo is independent, with absolute obedience to the
Open Eye.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Holy Days<o:p></o:p></b></div>
<div class="MsoNoSpacing">
None as such.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Physical Training</b></div>
<div class="MsoNoSpacing">
Running, swimming, climbing and leaping. The Martial Art of the Whipping Wind is both
armed and unarmed.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Mental Training</b><o:p></o:p></div>
<div class="MsoNoSpacing">
The mystic is taught to judge the intentions of others,
and to hear lies and false friendship.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Spiritual Training<o:p></o:p></b></div>
<div class="MsoNoSpacing">
The mystic is taught the magics that allow them to shatter
the rocks of the Bore, and to hide their path.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Powers<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Kata of the Whipping Wind<o:p></o:p></div>
<div class="MsoNoSpacing">
Hear deceit in your voice<o:p></o:p></div>
<div class="MsoNoSpacing">
Blow rock apart to release the Inner Wind<o:p></o:p></div>
<div class="MsoNoSpacing">
Whip scree across my path<o:p></o:p></div>
<div class="MsoNoSpacing">
Snatch weapon away with Wind Whip<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Novice<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Anyone with a Mysticism rune may join. They are schooled in the basics of the Way at
their Dojo, discovering the benefits of an opened Third Eye.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Mystic<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Anyone with 1Ш in either of the cult runes may attempt to
convince their Dojo’s Open Eye that they are fit to be a Mystic. This is overcoming a Hard resistance. They learn all the Powers as indirect magical
abilities.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Open Eye<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A Mystic with 11Ш in the keyword must overcome Very Hard
resistance to be accepted as an Incipient Dragon. The Incipient must depart their Dojo, and
have the option of starting one of their own.<o:p></o:p></div>
<div class="MsoNoSpacing">
The Incipient use their Powers as direct magical
abilities.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Hadad.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="320" src="https://upload.wikimedia.org/wikipedia/commons/6/6b/Hadad.jpg" style="margin-left: auto; margin-right: auto;" width="106" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Setting forth to fight Shavaya, <br />before the opening of his Third Eye</td></tr>
</tbody></table>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
These are the three Ways with an 'organised' presence on the steppe. There are others that may be found in individual communities that have no other fellow groupings in Pent.</div>
</div>
Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-54583781238416661212015-06-12T08:38:00.000-07:002015-06-12T08:38:43.089-07:00The Sorcery of Orathorn<div class="MsoNoSpacing">
</div>
<div class="MsoNoSpacing">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/7/74/%E9%9D%92%E7%8E%89%E7%A6%8F%E5%9C%A8%E7%9C%BC%E5%89%8D_%E7%85%A7%E7%89%87_024.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="青玉福在眼前 照片 024.jpg" border="0" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="150" src="https://upload.wikimedia.org/wikipedia/commons/7/74/%E9%9D%92%E7%8E%89%E7%A6%8F%E5%9C%A8%E7%9C%BC%E5%89%8D_%E7%85%A7%E7%89%87_024.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pendant from Orathorn</td></tr>
</tbody></table>
<br /></div>
<div class="MsoNoSpacing">
<b><span style="font-family: "Old English Text MT"; font-size: 14.0pt;">The Sorcery of
Orathorn</span></b><span style="font-family: "Old English Text MT"; font-size: 14.0pt;">
</span><span style="font-family: "Old English Text MT";"> (</span>Death, Darkness)<o:p></o:p></div>
<div class="MsoNoSpacing">
<br />
<br /></div>
<div class="MsoNoSpacing">
<b>Mythos and History<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Foremost amongst those who followed the Devil into the
world was he who commanded the forces
that ravaged Genert’s Garden, slaying the god himself. He fought Basko on the borders between the
steppes and the Eastern kingdoms. He
pretended that he held the Mistress of Light and Knowledge, and captured the
god of knowledge – her lover – in order to supplant him. <o:p></o:p></div>
<div class="MsoNoSpacing">
That coward-god escaped and fled, making vile alliances
to hide his cowardice.<o:p></o:p></div>
<div class="MsoNoSpacing">
When the Great Darkness came, Tien hunted for the missing
goddess. He found her, slew her, and
stole her power of Truth along with her head.
When Wakboth fell, Tien was pursued to Hell by a Storm beast, where he
in turn was beheaded, losing that power of Truth once more. He took the ,Darkness.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
In the Dawn Age he provided power and inspiration to
those who took others’ powers through headhunting. While his severing had lessened his powers of
theistic magic, his ability to write knowledge became the heart of a new way of
power for one family that had survived the battle against Basko. The family of Orathorn adopted the magic of
Sorcery to venerate Tien.<o:p></o:p></div>
<div class="MsoNoSpacing">
When Atyar’s Skull became known, they attempted to find
sorcerous ways to gain that power also, but have never found a way to do so.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>The Cult In The
World<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Orathorn is both cult and family, with necromantic servants
‘recruited’ from slaves. They practise
headhunting as a way to garner knowledge, and meticulously note all that may be
recalled for storage in their library.
Funeral customs are non-existant, with family members staying around for
a <i>very</i> long time.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Nature of the Cult<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Self-sustaining, the cult of the Dark Library of the
Bone-White Tower gathers more and more information, in an attempt to find the
way to re-unite the head and body of Tien.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Depiction<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A robed male body with a Truth rune where the head would
be.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Particular Likes
and Dislikes<o:p></o:p></b></div>
<div class="MsoNoSpacing">
Friendly with Thanites, loathers of Storm cultists, and
neutral towards everybody else. They
particularly hate the Pentan Paths of the Storm.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Holy Places</b><o:p></o:p></div>
<div class="MsoNoSpacing">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/d/d7/Bertall_-_Piratenspuk.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Bertall - Piratenspuk.jpg" data-file-height="559" data-file-width="414" height="200" src="https://upload.wikimedia.org/wikipedia/commons/d/d7/Bertall_-_Piratenspuk.jpg" width="148" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A group of 're-used' Teshnans</td></tr>
</tbody></table>
The tower itself.<o:p></o:p></div>
<div class="MsoNoSpacing">
<b>Holy Days<o:p></o:p></b></div>
<div class="MsoNoSpacing">
None as such.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b><span style="font-size: 12.0pt;"> </span></b><b><span style="font-size: 12.0pt;"> </span></b></div>
<div class="MsoNoSpacing">
<b><span style="font-size: 12.0pt;">Grimoires</span></b><span style="font-size: 12.0pt;"><o:p></o:p></span></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<i><u>The Tome Of
Undying</u></i> (Death)<o:p></o:p></div>
<div class="MsoNoSpacing">
This grimoire provides the ecology of Orathorn, and
provides for its defence. The standard
form in which it occurs is a hymnbook of a dozen leaves between lacquered
bamboo covers, each leaf holding a different hymn. The majority are simply praise to Tien, but
not all:<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
It provides the following spells: </div>
<div class="MsoNoSpacing">
<i><br /></i></div>
<div class="MsoNoSpacing">
<i>Dirge of the</i>
<i>Dancing Bones</i> (Death, Movement)<o:p></o:p></div>
<div class="MsoNoSpacing">
This
spell will animate a skeleton, with the physical skills they had before death, and permit them
to be commanded by any member of the Orathorn family.</div>
<div class="MsoNoSpacing">
<i><br /></i></div>
<div class="MsoNoSpacing">
<i>Chant of the Fresh-Risen Corpse</i> (Death, Movement)</div>
<div class="MsoNoSpacing">
This spell will animate a
corpse as a zombie, clumsy but with massive strength, and permit them to be
commanded by any member of the Orathorn family</div>
<div class="MsoNoSpacing">
<i><br /></i></div>
<div class="MsoNoSpacing">
<i>Calling
the Mighty into Mortal Remains </i>(Death,
Sorcery)</div>
<div class="MsoNoSpacing">
<o:p></o:p></div>
<div class="MsoNoSpacing">
Summons
one of the cult’s essences to inhabit a fresh corpse, to act as
a Guardian for a Mage or a part of the Library.<i> </i></div>
<div class="MsoNoSpacing">
<i> </i></div>
<div class="MsoNoSpacing">
<i>Lay
of the Loquacious Relic </i>(Death, Communication)<o:p></o:p></div>
<div class="MsoNoSpacing">
Allows
the caster to create a cult ‘Head’ from a prize she has taken. It
will respond honestly to any query from the caster.</div>
<div class="MsoNoSpacing">
<o:p></o:p></div>
<div class="MsoNoSpacing">
<i> <o:p></o:p></i></div>
<div class="MsoNoSpacing">
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/2/2f/Magical_book_Kircherian_Terme.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Magical book Kircherian Terme.jpg" data-file-height="1550" data-file-width="1992" height="155" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/2f/Magical_book_Kircherian_Terme.jpg/771px-Magical_book_Kircherian_Terme.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2f/Magical_book_Kircherian_Terme.jpg/1157px-Magical_book_Kircherian_Terme.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/2/2f/Magical_book_Kircherian_Terme.jpg/1542px-Magical_book_Kircherian_Terme.jpg 2x" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ebon Scroll on lead sheets</td></tr>
</tbody></table>
<i><u></u></i><br /><i><u></u></i></div>
<div class="MsoNoSpacing">
<i><u>The Ebon Scroll</u></i>
(Darkness)<o:p></o:p></div>
<div class="MsoNoSpacing">
This grimoire counters the Solar powers of Kargzant, and
empowers the killer-collectors of the Library.
It is most frequently found as thin plates of inscribed lead or
tarnished silver.<o:p></o:p></div>
<div class="MsoNoSpacing">
</div>
<div class="MsoNoSpacing">
It provides the following spells: </div>
<div class="MsoNoSpacing">
<i></i><br /><i></i>
<br />
<br />
<br /></div>
<div class="MsoNoSpacing">
<i>The Truelight and The Tracker </i>(Darkness,
Truth)<o:p></o:p></div>
<div class="MsoNoSpacing">
This
spell will ignite Darklight, and permits the caster to see clearly <span style="text-indent: 36pt;">by
it.</span><span style="text-indent: 36pt;"> </span><span style="text-indent: 36pt;">The flame may expand to no more than
a bonfire in size.</span></div>
<div class="MsoNoSpacing" style="margin-left: 108.0pt; text-indent: 36.0pt;">
<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<i>The
Shade and The Summoning</i> (Darkness, Mastery)<o:p></o:p></div>
<div class="MsoNoSpacing">
This
spell will conjure an elemental essence to animated pool of <span style="text-indent: 36pt;">Darkness,
with a volume of no more than 3 cubic metres.</span></div>
<div class="MsoNoSpacing" style="margin-left: 108.0pt; text-indent: 36.0pt;">
<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<i>The
Guardian and The Gaeas </i>(Darkness, Sorcery)<o:p></o:p></div>
<div class="MsoNoSpacing">
Summons
one of the cult’s essences to inhabit a statue or <span style="text-indent: 36pt;">unintelligent
beast, to act as a Guardian for a Mage or a part of the </span><span style="text-indent: 36pt;">Library.</span></div>
<div class="MsoNoSpacing" style="margin-left: 108.0pt; text-indent: 36.0pt;">
<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<i>The
Decapitator and The Dead </i>(Darkness, Death)<o:p></o:p></div>
<div class="MsoNoSpacing">
This
spell enables a cultist who has used stealth to strike with a Garrotte and slay their prey
in an instant, sending their soul to Tien’s Hell.</div>
<div class="MsoNoSpacing" style="margin-left: 144.0pt;">
<o:p></o:p></div>
<div class="MsoNoSpacing" style="margin-left: 144.0pt;">
<br /></div>
<div class="MsoNoSpacing">
<i> <o:p></o:p></i></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
The library holds a vast number of grimoires, books,
scrolls, tablets and scraps of payrus that can provide many spells. However, most are in foreign and, not
infrequently, extinct languages.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Apprentices<o:p></o:p></b></div>
<div class="MsoNoSpacing">
A member of the family becomes an apprentice from the age
of 12.<o:p></o:p></div>
<div class="MsoNoSpacing">
<br /></div>
<div class="MsoNoSpacing">
<b>Adepts</b><o:p></o:p></div>
<div class="MsoNoSpacing">
Apprentices graduate at 17, becoming Adepts. <o:p></o:p></div>
<div class="MsoNoSpacing">
An Adept starts play with one of the Grimoires at 17,
knowing all of the spells therein. They
may pay for knowledge of the other Grimoire during character creation.<o:p></o:p></div>
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<b>Mage</b><o:p></o:p></div>
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Once an Adept has reached 11Ш in one of the cult
Grimoires, they are accepted as a Mage.
Since the family wish to strengthen themselves, there is no barrier to
advancement. <o:p></o:p></div>
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Learning other spells from the library requires an
Essence Plane journey with a dangerous obstacle, and then taking a test of
knowledge of the source againsta Very High resistance.<o:p></o:p></div>
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The Mages administer the Library, the Tower, the
defences, the servants, or reaping expeditions, as their abilities and
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<b>The Dark Library
of the Bone-White Tower<o:p></o:p></b></div>
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This repository of stolen wisdom and knowledge is closed
to any but the Orathorn family, and is spread over three floors of the
Tower. The Tower is simply the heart of
a complex of workshops and residences, but it is the only place of learning
within the settlement.<o:p></o:p></div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-3342551992567229572015-06-09T13:38:00.003-07:002015-06-09T13:38:37.357-07:00Basko on the steppes<h2>
<a href="https://upload.wikimedia.org/wikipedia/commons/c/cc/Sun_black_icon.svg" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="File:Sun black icon.svg" data-file-height="253" data-file-width="252" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/c/cc/Sun_black_icon.svg/252px-Sun_black_icon.svg.png" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/cc/Sun_black_icon.svg/378px-Sun_black_icon.svg.png 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/cc/Sun_black_icon.svg/504px-Sun_black_icon.svg.png 2x" width="199" /></a>Basko on the Steppes</h2>
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Rune <b> Black Sun </b></div>
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Mythos & History</h4>
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The Dark came about because the sun was diminished, and Zerel Fan had to find a new way to be manifest within the world. The Uz found that diminished form of the True Sun, without recognizing what he was. Xiola Umbar healed him and Zorak Zoran roared on his behalf. Dozaki sacrificed to him, and his Darkfire Blaze sprang forth. The Uz followed him as he came to us, since he could only rule again by returning to the East. He destroyed the city of Zakarath because it did not respect Blood Sun as the Fifth Manifestation, and he fought and defeated Chaos, burning and beheading Tien, and driving off Pocharngo. He was called into the heavens once more and from there he sends his rain of blood, signifying his nature as Sixth Manifestation, including the powers of the Fifth.</div>
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He is the father of Sekever, our great and mighty Emperor, whose memory we praise forever, Lord of Maniacs,<br />Sender of the Blood Rain, Burner of Corruption, Sixth Manifestation of Zerel Fan and Master of Chern Durel.</div>
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Nature of the Cult</h4>
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The national identity of Chern Durel, but also followed by those who live beyond the notional boundaries of the state. He brings the Darklight and the Darkflame, heralding a New Dawn under Can Shu.<br /></div>
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A black sun<br /></div>
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Rune Affinities</h4>
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The Black Sun is his own Rune, and thereby the source of many powers. He needs no other.</div>
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<u>Black Sun Rune Affinity</u><br />Basko has undertaken many different acts since he was rediscovered, and these can all be accessed through his one rune. This affinity has been used for a wide variety of purposes including: negotiating with Uz, finding a path to Chern Durel from the west, seeing by Darklight, facing Chaos without fear, burning away Chaos-taint, and defeating those who doubt the authority of each of the Manifestations of Zerel Fan. The affinity can also be used for warding off any wandering cult specters.<br /><br /><h4 style="color: #29aae1; font-size: 18px; font-stretch: normal; line-height: normal; margin: 0px; position: relative;">
Particular Likes and Dislikes</h4>
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Likes all Uz, hates all Chaos. Despise all Kralorelans as stupid, misunderstanding the truth.</div>
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Cult Organisation</h4>
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Rigid and rigorous, with absolute obedience required within the local temple, each community being part of the tribal/national structure, and those in turn owing obedience to Chern Durel.<br /></div>
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Priests</h4>
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Any who meet the standard requirements may join the priesthood. </div>
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Holy Days and Sacrifices</h4>
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Darkness and Fire Days are equally holy, and blood sacrifices are performed on each day, although - due to Uz influence - these are normally of animals only. The greatest sacrifice is held on the darkest day of Ice Season, with blood from the screaming human victims freezing on the temple steps.</div>
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Bloodfeasts are held only on occasions that the priest wishes to summon a specter.<br /><br /><span style="color: #29aae1; font-size: 18px;"><b>Initiates</b></span></div>
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All approach through the Black Sun rune, and are expected to show the cult virtues of Loyal and Pious.<br /><br /><h4 style="color: #29aae1; font-size: 18px; font-stretch: normal; line-height: normal; margin: 0px; position: relative;">
Subcults</h4>
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<u>Lord Sekever</u> (Mastery)</div>
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This is the subcult for community leaders, and only they may join. The Rune affinity may be used to command other cult members, although it is useless against Uz.</div>
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<u>Sekever the Warrior </u>(Death)</div>
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This is the subcult for warriors, and only they may join. The Rune affinity allows them to make their weapon flare with Darkfire, burning their opponents with unseen flames, or to face the Kralorelans, whatever their numbers.</div>
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Devotees</h4>
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Any who meet the standard requirements may devote themselves to Basko. </div>
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Basko's feats are limited in nature, given that they all devolve from the one Runic power.</div>
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<span style="color: #29aae1; font-size: 18px; line-height: 18.2000007629395px;">(Black Sun) <b> </b></span><span style="color: #29aae1; font-size: 18px; line-height: 18.2000007629395px;"><b>The Darklight Feat </b></span></div>
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Blazing with Darklight and Darkfire Basko led the Uz into the East. The light was their guide and the fire his weapon against Chaos. This Feat can be used to ignite a Darklight, to Burn Chaos or to raise a Darkfire Blaze.<br /></div>
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<span style="font-weight: normal;">(Black Sun)</span> The Bloodfeast Feat </h4>
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Basko is able to turn anything to his purpose, being the greatest of all the gods and the Sixth Manifestation.</div>
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This Feast and Feat requires that body parts be placed within a communal cooking pot and boiled together.</div>
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When all the flesh has fallen from the bones, then the feast is shared between the officiant and all the other worshippers. A Specter is summoned, inhabiting an illusory body whose parts resemble those of the creature parts which were contributed to the pot. It is under the Command of the officiant. </div>
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<span style="font-weight: normal;">(Black Sun)</span> The Bloodrain Feat </h4>
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The Blood Sun gave this power to Basko in return for reconfirming his authority in the land. The Feat may be used to Call Blood Rain At Planting, to Fertilise the Field, or to Wash Chaos-Taint Away.</div>
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The 10,000 Maniacs</h4>
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Agents of Reprisal</h4>
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The apostate appears rimmed in red flames to any form of spiritual vision. Their flesh, if contributed to a Bloodfeast, will increase the officiant's success with the Feat by one level for each limb or major organ.<br /><br /></div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-52321818534154204382015-06-09T12:22:00.002-07:002015-06-09T12:22:45.306-07:00Xiola Umbar among the Chern Durelites of Pent<h2>
Xiola Umbar among the Chern Durelites of Pent</h2>
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<span style="font-size: 13px; line-height: 18.2000007629395px;">Runes </span><b style="font-size: 13px; line-height: 18.2000007629395px;"> </b><b style="line-height: 18.2000007629395px;"><span style="font-size: x-small;"> Harmony </span></b></h2>
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Mythos & History</h4>
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Xiola Umbar is a goddess of the world, not the Underworld. She was discovered when the Uz came from the Hellcrack in fear and in pain. She calmed the fear and eased the pain. When Dozaki brought the Uz to live with us, they introduced her tough love and forceful healing to us. While we are not her main subjects of attention, when we suffer sufficiently she will turn to us. While the Uz worship her for powers of reproduction, we do not.</div>
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Nature of the Cult</h4>
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Rough healers in an even rougher world, the cult is treasured amid the violence and warfare of the other deities of Chern Durel.</div>
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/d/d5/J%C3%A4rn%C3%A5ldern%2C_Lerk%C3%A4rl%2C_Nordisk_familjebok.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="Järnåldern, Lerkärl, Nordisk familjebok.jpg" border="0" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/d/d5/J%C3%A4rn%C3%A5ldern%2C_Lerk%C3%A4rl%2C_Nordisk_familjebok.jpg" width="191" /></a></td></tr>
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A pot with a mouthless face at the bottom.</div>
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The only rune the Chern Durelites associate with her is that of Harmony. </div>
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<u>Harmony Rune Affinity</u><br />Xiola Umbar brought peace to fury and healing to harm, and still continues to do so. However, since humans are not her primary concern, there is little that Initiates can perform with this affinity. It may be used to sooth anger, calm fear and overcome pain.<br /><br /><h4 style="color: #29aae1; font-size: 18px; font-stretch: normal; line-height: normal; margin: 0px; position: relative;">
Particular Likes and Dislikes</h4>
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She likes all Uz, and hates all Chaos.</div>
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Cult Organisation</h4>
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There is none to speak of, with priestesses wandering between communities and bringing healing whenever they conduct worship at a shrine.<div style="text-align: right;">
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Priestesses</h4>
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Any initiate who matches the standard requirements becomes a priestess by virtue of their power.</div>
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Entirely at the priestess' whim</div>
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All approach her through Harmony, and initiates are required to show the cult virtue, Compassionate.</div>
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Subcults</h4>
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None are followed among the humans of Pent</div>
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Devotees</h4>
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Any who wish and meet the requirements may devote themselves to Xiola Umbar. Devotees are both respected and derided for their compassion. They have no place in war-counsel, since that virtue makes them unreliable.</div>
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<span style="color: #29aae1; font-size: 18px; line-height: 18.2000007629395px;">(Harmony) <b> </b></span><span style="color: #29aae1; font-size: 18px; line-height: 18.2000007629395px;"><b>The Peace Feat </b></span></div>
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Xiola Umbar calmed the fears of those who spilled from the Hellcrack. She encouraged those who faced Tien and Pocharngo. She heartened those who discovered new fear, facing the dragons of Kralorela. To some degree, she will do the same for us. </div>
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This Feat has been used to Soothe The Dying, to Overcome Our Fear, and to Unite The Community.</div>
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<span style="font-weight: normal;">(Harmony)</span> The Healing Feat </h4>
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Xiola Umbar healed the burns inflicted on the Uz when Burner entered the Underworld. She healed the little death that had encompassed Basko, when they found him. She heals those who turn to her in dire need. However, we have less access to her healing than do the Uz. </div>
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This Feat has been used to Heal Burns, to Heal Chaos Wound and to Heal Injury. </div>
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/0/03/Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="File:Color post card. Indian witch doctor ("shaman") healing a sick woman. - NARA - 297728.jpg" data-file-height="1917" data-file-width="3000" height="127" src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/03/Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg/800px-Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/0/03/Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg/1200px-Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/0/03/Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg/1600px-Color_post_card._Indian_witch_doctor_%28%22shaman%22%29_healing_a_sick_woman._-_NARA_-_297728.jpg 2x" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An attempt to neutralize<br />the bite of a Huan To<br /><br /></td></tr>
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<span style="color: #29aae1; font-size: 18px; line-height: normal;"><b>Agents of Reprisal</b></span></div>
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An apostate may never benefit from her healing, nor enter into her peace.</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-47782008775056613752015-06-09T11:44:00.001-07:002017-08-23T00:37:00.662-07:00Zorak Zoran among the Chern Durelites in Pent<h2>
Zorak Zoran among the Chern Durelites in Pent</h2>
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<span style="font-size: 13px; line-height: 18.2px;">Runes </span><b style="font-size: 13px; line-height: 18.2px;"> </b><b style="line-height: 18.2px;"><span style="font-size: small;"> Disorder Death</span></b></h2>
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<tr><td class="tr-caption" style="text-align: center;">Zorak Zoran killing a cyclops</td></tr>
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Mythos & History</h4>
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Zorak Zoran was a god, not of the underworld, but of the surface. At first he found none who merited his patronage, but when the Hellcrack opened and the Uz raged onto the world in agony and fury, he knew he had found those who could be his warriors. In the Dark he fought Chaos time and again, and finally broke it. The sun emerged from where he lay hidden, and the Black Sun came to blaze for us.</div>
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Nature of the Cult</h4>
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<span style="line-height: 18.2px;">When Dozaki came to us he brought the pure rage of Zorak Zoran into our hearts. Not many can aspire to be his warriors, but those who do are mighty champions pf the people against the Chaos on the steppe. The cult is very simple, since the emotions it embodies are very simple, yet satisfying.</span></div>
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An uz skull with a third eye painted in black in the middle of its forehead.</div>
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Rune Affinities</h4>
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Elsewhere Zorak Zoran is known for the Dark in which he met the Uz, but not with us. We know his power over Death, and the way he uses it to purify the world, and his power over Disorder, which he uses to rage against the evil that is Chaos.</div>
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<u>Death Rune Affinity</u><br />
Before we knew him we knew his power, as Death took us. We discovered that this was necessary as part of his fight to hold back the Void. Initiates use this affinity to empower their maces to crush their opponents, to appear gaunt and horrific, to lay ghosts to rest and to command the cult's undead. It can also be used to sense when Chaos is nearby.<br />
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<u>Disorder Rune Affinity</u><br />
When Tien came, he came with a disciplined army. Zorak Zoran taught us how to disrupt this loathsome order, and how to turn our rage from emotion into destruction. Initiates use this affinity to intimidate the soldiers facing them into breaking ranks, and to fill themselves with hatred for an opponent who would otherwise fill them with fear.<br />
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Particular Likes and Dislikes</h4>
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All of Chaos is utterly hated, all Uz respected. Romal confuse them.</div>
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Cult Organisation</h4>
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A temple is a warband, and is headed by a warrior-priest. Any cultist will acknowledge the power of a priest, but would never accept the authority of one other than their own. The priests are not organised into a hierarchy, and may fight (though seldom to the death) to establish relative rank. Any Uz Zorak Zorani outranks the most powerful human priest.<br />
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<tr><td style="text-align: center;"><img alt="Mace LACMA M.2002.1.582 (1 of 2).jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/d/dd/Mace_LACMA_M.2002.1.582_%281_of_2%29.jpg/320px-Mace_LACMA_M.2002.1.582_%281_of_2%29.jpg" style="margin-left: auto; margin-right: auto;" width="50" /></td></tr>
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Priests</h4>
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Any initiate who meets the standard requirements may challenge their priest or may move to a community without a temple and set one up. Having the power to do so is ordination in itself.</div>
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<span style="color: #29aae1; font-size: 18px; line-height: normal;">Holy Days and Sacrifices</span></div>
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According to the whim of the local priest.</div>
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<span style="color: #29aae1; font-size: 18px;"><b>Initiates</b></span></div>
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Zorak Zoran is approached through his aspect as Death. Initiates are required to show the cult virtues of Fearless and Angry.<br />
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Subcults</h4>
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None are followed among the humans of Pent</div>
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Devotees</h4>
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Any who wish and meet the requirements may devote themselves to Zorak Zoran. Devotees are both respected and shunned. They have no place in war-counsel, since their rage makes them unreliable.</div>
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<span style="color: #29aae1; font-size: 18px; line-height: 18.2px;">(Death) <b> </b></span><span style="color: #29aae1; font-size: 18px; line-height: 18.2px;"><b>The Dead-Raiser Feat </b></span></div>
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As Lord of Death, Zorak Zoran has power over all the dead. This Feat has been used in many ways over the years, including (but not limited) to Raise Zombie Warrior, to Raise Ghost, to Bind Ghost, to Command Undead and to have an <span style="line-height: 18.2px;">Aspect Of Horror.</span></div>
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<span style="font-weight: normal;">(Disorder)</span> The Battle-Rage Feat </h4>
The berzerker against Chaos, Zorak Zoran takes the rage that Chaos evokes and turns it into insane violence.</div>
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This Feat can be used to Break Weapons, to Fight To The Death, to empower an Oath Of Blood Vengeance, and to invoke the Berserker Rage.<br />
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<tr><td style="text-align: center;"><img alt="Heracles slaying the Lernean Hydra.jpeg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="320" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/Heracles_slaying_the_Lernean_Hydra.jpeg/640px-Heracles_slaying_the_Lernean_Hydra.jpeg" style="margin-left: auto; margin-right: auto;" width="231" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Zorak Zorani slaying Chaos-Hydra</td></tr>
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Agents of Reprisal</h4>
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Any attempt to Sense Chaos will produce a positive response in the apostate's presence.</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-72518138417802019022015-06-09T09:36:00.000-07:002015-06-09T09:36:10.361-07:00The Blood Sun in Pent<h2>
The Blood Sun In Pent</h2>
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Runes <b> Blood Sun Illusion</b></div>
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Mythos & History</h4>
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Following the Fall of the Solar Storm a new manifestation of Zerel Fan, the Blood Sun, came to reign over Chern Durel. This brought stability to the otherwise demoralized and weak nation and, in return for blood, gave power and life. There was always a cost to this, and for many it was too high. However through the actions of his Prophet, Jorazzi Redhand, it came to dominate the land until the arrival of the Uz. The Wizards of Gore formed the priesthood, physically weak yet spiritually powerful, and apparently almost invulnerable. <br />
Since the coming of Basko, and his recognition as the sixth manifestation, the cult has declined in numbers and influence. It has also never had the strength amongst the Chern Durlites in Pent as it had in the homelands.</div>
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/2/2a/Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Albrecht Dürer - Apollo with the Solar Disc - WGA7055.jpg" data-file-height="1009" data-file-width="728" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg/432px-Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/2a/Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg/648px-Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/2/2a/Albrecht_D%C3%BCrer_-_Apollo_with_the_Solar_Disc_-_WGA7055.jpg 2x" width="144" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Idealised depiction of Jorazzi</td></tr>
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Nature of the Cult</h4>
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Blood is power, and there is power in blood. The cult exploits the availability of blood to extract the maximum power from it that it may.<br />
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A red sun, dripping blood.<br />
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Rune Affinities</h4>
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The Blood Sun is his own Rune, and thereby the source of many powers. Illusion is inherent to his nature, since his promises always have an unstated cost.</div>
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<u>Blood Sun Rune Affinity</u><br />
The Blood Sun is hope in adversity, pride amidst shame, life amidst death. <br />
Initiates have used this affinity to aid in agriculture, to leech disease from a sufferer, to undertake first aid, to poison blood-sucking insects and the like, to become unpalatable to vampires, and to enhance the blood-letting capabilities of their flaming, dripping weapons.<br />
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<u>Illusion Rune Affinity</u><br />
The Blood Sun gives power at a cost, and the Illusion of free power is powerful in itself.<br />
Initiates have used this affinity to conceal their wounds, to ignore pain, and to make themselves appear healthy and powerful even when in the grip of disease. All of these illusions will be paid for later, with increased blood loss, agonising pain which will not permit the sufferer to pass out, and an apparently comatose condition. <br />
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<tr><td style="text-align: center;"><img alt="Kudurru Melishipak Louvre Sb23 Ishtar-star.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="240" src="https://upload.wikimedia.org/wikipedia/commons/a/aa/Kudurru_Melishipak_Louvre_Sb23_Ishtar-star.jpg" style="margin-left: auto; margin-right: auto;" width="264" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Blood Sun, inscribed in lead. In ritual, all the<br />grooves are filled with sacrificial blood.</td></tr>
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Particular Likes and Dislikes</h4>
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All solar cults are favoured, apart from those of Kralorela. All Kralorelan cults are anathema.</div>
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Cult Organisation</h4>
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Strictly hierarchical, lay serving initiate, initiate serving priest, then chief priest, then the High Priest in Chern Durel. <br />
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Priests</h4>
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Any who meet the standard requirements are welcome to aspire to be a Wizard of Gore. They are required to undertake Blood Sacrifice each year (see below). They long to be known for their outward show of power, and for the agricultural wealth of their community. </div>
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Holy Days and Sacrifices</h4>
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The second Fire Day of each (Pentan) season is celebrated with feasting and communal blood letting.<br />
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The formal Blood Sacrifice is an annual event for each priest, on the anniversary of their arising to priesthood. It involves the weakening of a physical characteristic, e,g. taking traits of Weak, Sickly, Unattractive. The first instance of the Blood Sacrifice, the trait is taken at 13. Each time thereafter it may be increased by up to 3 more. For each point beyond 13, the priest's Blood Sun keyword increases by the number 'sacrificed'.<br />
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The Blood Sun is approached through his own rune. Initiates are required to show the cult virtues of Ambitious and Self-Sacrificing.<br />
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Subcults</h4>
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There are none</div>
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Devotees</h4>
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Only Wizards of Gore may become Devotees. They are expected to sacrifice 3 points to the Blood Sacrifice each year, and generally have to be protected from the outside world by cultists.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">(Blood Sun) <b> </b></span><span style="background-color: white; color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"><b>The Sacrifice Of Blood Feat </b></span><br />
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Blood Sun showed how to bring wealth from the fields with the sacrifice of blood, and how blood may be used to bind the people together in hope. This Feat has been used to Fertilise Field With Blood, to Propitiate Hostile Landscape Daemon, to Warm The Field when winter ends, to Bind The Community As One through the communal blood-letting of the sacrifice, and to Find Hope Through Sacrifice. <br />
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<span style="font-weight: normal;">(Illusion)</span> The Illusory Warrior Feat </h4>
Blood Sun also used Illusion to conceal from Kralorela the dire weakness of the nation after the fall of the Solar Storm. This magic is very costly, since after it is completed the cultist will be helpless for a complete week. This Feat has the very special effect of Ignore Pain, Conceal Wound and Appear Mighty all in one.<br />
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<tr><td style="text-align: center;"><img alt="Mesopotamian - Cylinder Seal with a Deity Accepting an Offering - Walters 42713.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="220" src="https://upload.wikimedia.org/wikipedia/commons/thumb/d/dd/Mesopotamian_-_Cylinder_Seal_with_a_Deity_Accepting_an_Offering_-_Walters_42713.jpg/1280px-Mesopotamian_-_Cylinder_Seal_with_a_Deity_Accepting_an_Offering_-_Walters_42713.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Cylinder seal from the Hot Lake area, depicting a sacrificial procession.<br />Note the priest's knife about to enter the sacrifice's stomach</td></tr>
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Agents of Reprisal</h4>
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The sacrifice of an apostate's blood may be used to gain a 1 point boost in Blood Sacrifice without a commensurate increase in a trait.<br />
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-59305102917969476562015-06-08T10:37:00.000-07:002015-06-08T10:37:19.462-07:00The Earth Eater as worshipped on the steppe<h2>
The Earth Eater as worshipped on the steppe</h2>
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Runes <b> Earth Devouring</b></div>
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Mythos & History</h4>
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An ancient god of Kralorela, the Earth Eater was one of those non-draconic powers that was expelled during that period called 'the Balancing'. Thereafter the worshippers fled to Chern Durel, and a few to the Hot Lake settlements. The Earth Eater is the main bulwark against earth dragon influence in Pent. Much that is evil has spread throughout the earth, but the Earth Eater has driven it off, time and again.<br />
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Nature of the Cult</h4>
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The Earth Eater is a great defender of the people in their new life on the plains.</div>
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Each clan has its own way of portraying their god, involving the parts of various earth-associated creatures.<br />
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/7/71/Yoshitoshi_Bunbuku_Chagama.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img alt="Yoshitoshi Bunbuku Chagama.jpg" border="0" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="320" src="https://upload.wikimedia.org/wikipedia/commons/7/71/Yoshitoshi_Bunbuku_Chagama.jpg" width="219" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Earth Eater at rest</td></tr>
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Rune Affinities</h4>
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The Earth Eater is primarily associated with the Earth, but is also the side of it that is constantly being devoured, the sink-hole and the chasm-edge, the lake rim that crumbles, the Devouring rune in action.</div>
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<u>Earth Rune Affinity</u><br />
The mighty Earth, with all its power and expanse. Initiates use this affinity to explore the world, to negotiate with non-draconic earth powers, and to avoid the attention of earth-dragons.<br />
<u><br /></u><u>Devouring Rune Affinity</u><br />
The process by which the earth decays and disappears into the void. Use of this affinity inevitably brings the end of the world closer, but is also very powerful. Initiates may use this affinity to find a sink-hole, to run along a crumbling cliff-edge, to devour draconic magic, and to empower weapons to destroy any metal of stone based armour.<br />
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Particular Likes and Dislikes</h4>
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The cult is friendly towards all cults of Chern Durel, and loathes all draconic powers and creatures.</div>
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Cult Organisation</h4>
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All temples and shrines acknowledge the supremacy of the cult in Chern Durel. Otherwise, each is a law unto itself, ruled by whichever is the most senior priest. They are, however, all friendly towards each other.<br />
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Priests</h4>
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These are appointed as and when a willing candidate meets the requirements. All priests are under the authority of their clans' Chief Priests. For preference all weapons and armour worn by priests are made from draconic materials.<br />
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Holy Days and Sacrifices</h4>
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Each Earth Day is a holy day, with sacrifices being Earth rune associated creatures. The most highly valued are Mostali creations, or Mostali themselves.<br />
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Initiates</h4>
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<tr><td class="tr-caption" style="text-align: center;">Earth Eater and<br />reindeer head<br /><br /><br /></td></tr>
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The Earth Eater is approached through the Earth rune, since it is necessary to understand its creativity before you learn of destruction and Devouring. Initiates must have the virtue Hate Draconics<br />
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Subcults</h4>
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There are none</div>
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Devotees</h4>
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Anybody with the standard requirements may devote themselves to the Earth Eater. They are required to kill a draconic being every season.</div>
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<span style="font-weight: normal;">(Earth) </span>The Rich Earth Feat </h4>
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The Earth Eater appreciates the beauty of all that has grown upon the wide span of the world.</div>
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Cultists have used this Feat to Find Peaceful Camp-Site, to Find Healing Loam, to Find Path, and to </div>
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Command Earth Daemon.</div>
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<span style="font-weight: normal;">(Devouring)</span> The Earth Devouring Feat </h4>
The Earth Eater opens the gaps in the world that lets the Void peer in, and fights against the insidious influence of the Earth Dragon. Cultists have used this Feat to Smite Dragon, to Reveal Dragon, to Reveal Sink-Hole, to Open Chasm, or Erode The Edge.<br />
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/9/91/Kanlidivane_sinkhole.JPG" style="margin-left: auto; margin-right: auto;"><img alt="File:Kanlidivane sinkhole.JPG" data-file-height="2832" data-file-width="4256" height="212" src="https://upload.wikimedia.org/wikipedia/commons/thumb/9/91/Kanlidivane_sinkhole.JPG/800px-Kanlidivane_sinkhole.JPG" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/9/91/Kanlidivane_sinkhole.JPG/1200px-Kanlidivane_sinkhole.JPG 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/9/91/Kanlidivane_sinkhole.JPG/1599px-Kanlidivane_sinkhole.JPG 2x" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Castle undermined and wrecked near the Hot Lake</td></tr>
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Agents of Reprisal</h4>
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The apostate is accounted still more valuable as a sacrifice than is a Mostali.</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-10114823005234576362015-06-08T07:36:00.002-07:002015-06-08T07:36:59.355-07:00The Three Guardians and the Vile Demons<h2 style="background-color: white; border-bottom-color: transparent; border-bottom-style: solid; border-bottom-width: 1px; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; font-stretch: normal; margin: 0px; padding: 0.6em 0px 0.5em; position: relative;">
The Three Guardians And The Vile Demons</h2>
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<span style="font-size: 13px;">Runes </span><b><span style="font-size: 13px;"> </span>Hell Earth<span style="font-size: 13px;"> </span></b></div>
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Mythos & History</h4>
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The three guardians of the Dara Happan Hells have been adopted and adapted by the Pentans, and are worshipped together as those who keep the powers of the Underworld from being let loose.<br />
The numerous classes of spirits and demons they hold back are available to cultists on ocassion.<br />
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Son of Deshlotralas and Oria, Veskerele is the lord of the Second Hell, home to mystics and lesser Earth deities.<br />
Deshlotralas, subterranean Lodril, rules the Third Hell with Oria. This is where the greater deities of the Earth live.<br />
Deshkorgos is ruler of the Fourth Hell, where he holds Hunger, Madness, Fear and Disease behind gates of adamant.</div>
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<span style="color: #29aae1;"> </span><br />
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<tr><td style="text-align: center;"><img alt="John Martin 002.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="263" src="https://upload.wikimedia.org/wikipedia/commons/thumb/7/7d/John_Martin_002.jpg/800px-John_Martin_002.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Hell of Deshkorgos</td></tr>
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Nature of the Cult</h4>
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A cult that acts as gatekeeper to the powers that may be called from Hell, and from the Hellcrack.</div>
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The three are depicted stood side by side in many cult sculptures and embroidered hangings.<br />
Veskerele is naked and faceless male human.<br />
Deshlotralas is a skeleton, elevating a carved bone 'staff' above his head<br />
Deshkorgos is a humanoid with a monstrous head (details depending upon the clan), with a whip<br />
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<tr><td class="tr-caption" style="text-align: center;">One form of Deshkorgos</td></tr>
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<span style="color: #29aae1; font-size: 18px; line-height: normal;">Rune Affinities</span></div>
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The Earth rune is that which marks the boundary between world and underworld, and the Hell rune is the power that the cult exercises over those within that realm.</div>
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<u>Earth Rune Affinity</u><br />
The Guardians use the earth to pin the Vile Demons in place and to weaken their power.<br />
Initiates use this affinity to neutralise underworld magics and to empower weapons to strike demons with great effect.</div>
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<u><br /></u><u>Hell Rune Affinity</u><br />
The Guardians have power over the inhabitants of the Hells, and Initiates use this affinity to summon and command the Vile Demons.</div>
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Particular Likes and Dislikes</h4>
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The cult has no great liking for anyone, but detests those who breach the walls of Hell without the agreement of the Guardians.</div>
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Cult Organisation</h4>
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The cult allows each subcult to rule itself, but if more than one is present in a clan, the Deshlotralas priest takes precedence over either or Deshkorkgos over Veskerele. </div>
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Priests</h4>
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When an individual is capable of passing the requirements for priesthood they may become a priest of that subcult, however, each clan may have no more than one of each subcult.<br />
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Holy Days and Sacrifices</h4>
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Entirely at the Priest's whim.</div>
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<tr><td class="tr-caption" style="text-align: center;">Deshlotralan Lead and Tin Demon Chest</td></tr>
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Initiates</h4>
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People approach the 3 Guardians through both runes, since the two are necessary for every initiate. Each initiate must also join a subcult, and must share that subcult's virtues.<br />
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Subcults</h4>
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<u>Veskerele</u> (Earth)<br />
This subcult provides bodyguards to priests, shamans, mystics and others who are at risk of demonic attack.<br />
They can use their affinity to make armour resist demonic attack, and to enchant walls and doorways against demonic intrusion.<br />
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<u>Deshlotralas</u> (Mastery)<br />
This subcult rules the cult and commands those of the underworld. They can use their affinity to summon and command Earth daemons and Underworld demons, and to over-rule commands given to them by members of the other subcults.<br />
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<u>Deshkorgos</u> (Hell)<br />
This subcult guards and controls the Vile Demons imprisoned by the cult. They can use their affinity to return any of the Vile Demons to Hell.<br />
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Devotees</h4>
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Any cultist with standard requisite ratings may become a devotee. Devotees are expected to cover anywhere they sleep with a layer of soil, which usually means sleeping beneath your horse-blanket on the open plain.<br />
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<span style="color: #29aae1; font-size: 18px; line-height: normal;">(Earth) </span><span style="color: #29aae1; font-size: 18px; line-height: normal;"><b>The Delving Feat </b></span></div>
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Hell is beneath the surface world, but Deshlotralas formed the halls and passages within it. This Feat has been used to Open Chasm, to Bring Lava To The Surface and to Tear Earth Elemental Apart. It can be used in a controlled way to Dig Tunnel.<br />
This is only available to the Veskerele and Deshlotralas subcults.<br />
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<span style="color: #29aae1; font-size: 18px; line-height: normal;">(Hell)</span><span style="color: #29aae1; font-size: 18px; line-height: normal;"> <b>The Vile Demons Feat</b></span></div>
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The Fourth Hell contains the Vile Demons, and this Feat enables the cultist to force a Demon to divulge its true name, allowing them to be Summoned and Commanded or Bound with ease. It also permits one to be forced to Hell at a word of dismissal.<br />
This is only available to the Deshlotralas and Deshkorgos subcults.</div>
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The Vile Demons</h2>
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The cult has access to four distinct classes of Demon. </div>
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The first three are Passion demons, those of Hunger, Madness and Fear.</div>
The fourth are Disease spirits, but ones without linkage to either Malia or Chaos.<br />
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<tr><td style="text-align: center;"><img alt="Barong 1 - P1310828.JPG" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/69/Barong_1_-_P1310828.JPG/320px-Barong_1_-_P1310828.JPG" style="margin-left: auto; margin-right: auto;" width="104" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hunger Demon-mask</td></tr>
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Agents of Reprisal</h4>
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The apostate will be attacked by one of each class of the Vile Demons. If they are not possessed by any of them, the apostate will be ignored thereafter.<br />
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-23110167081552043722015-06-08T04:05:00.000-07:002015-06-08T04:10:34.380-07:00Gorgorma, the Avenger<h2>
Gorgorma the Avenger</h2>
<div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Aias Kassandra Staatliche Antikensammlungen 2017A.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="233" src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/bc/Aias_Kassandra_Staatliche_Antikensammlungen_2017A.jpg/1280px-Aias_Kassandra_Staatliche_Antikensammlungen_2017A.jpg" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A rape with a highly stylised and impassive Gorgorma awaiting invocation</td></tr>
</tbody></table>
</div>
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Runes <b>Gorgorma Dark Earth </b></div>
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Mythos & History</h4>
<div>
Gorgorma is a deity first encountered during the Gamatae's time ruling Naveria and Pelanda. While her worship was never officially sanctioned in Dara Happa, her presence and power were acknowledged during the Ordanestyan Reformation and she was recognised as playing a role in some of the most ancient solar myths. </div>
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<div>
She was one of the Treasures of the Earth, freed from the underworld by the efforts of one of the most ancient heroes, dependent upon the myth named as ViSaruDaran or Turos. She was ever watchful over her mother, her sisters and their children. When Kagardu, a chaos demon, attacked her mother, named as Jernotia in Pelanda, attempted to assault one sister and raped another, it was Gorgorma who struck from her mother's anus, tearing him asunder. She has defended the earth ever since, rending those who would attack it and destroying those that already have. She it is that mocked the Trickster, taking his tool-of-mockery for a keepsake.</div>
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Nature of the Cult</h4>
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The refuge for wronged women, the destroyer of those governed by their lust.</div>
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A woman with snake hair, clawed hands and feet, biting mouths in her palms, and sharp, severing teeth in three orifices, for temple sculptures. Otherwise, simply a furious woman.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Ixtab.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/5/59/Ixtab.jpg" style="margin-left: auto; margin-right: auto;" width="115" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gorgorma pendant</td></tr>
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Rune Affinities</h4>
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Gorgorma is associated with the Earth by way of her descent and her devotion to its protection, although her approach to it has darkened its form, and she has her own rune, with which to carry out her vengeance.</div>
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<u>Dark Earth Rune Affinity</u></div>
Although associated with this rune, Gorgorma is utterly severed from the productive aspects it has.<br />
Initiates have used it to track defilers of the earth and of women, to feed the earth with the blood of those defilers, and to empower their maces as they crush their opponents.<br />
<u><br /></u><u>Gorgorma Rune Affinity</u><br />
This is her own rune, so Gorgorma gains the maximum use from it. Initiates have used it to protect virginity, to empower oaths of vengeance, to take on a fearsome rage when facing rapists that robs them of their courage and fills the cultist with violent fury.<br />
<u><br /></u>
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Particular Likes and Dislikes</h4>
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She likes all female Earth cults, distrusts all male cults, and reserves especial hatred for Thedites.</div>
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Cult Organisation</h4>
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There is very little, since membership follows local atrocity. </div>
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Priests</h4>
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The Priestess is simply the most powerful local worshipper, leading the others in liturgy and sacrifice. There are neither special requirements nor powers attached to the position.</div>
<o:p></o:p></div>
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Holy Days and Sacrifices</h4>
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Any day of vengeance is holy, and defiler of innocence a suitable sacrifice. The sacrifices are ripped apart, their blood left to drip into the earth as recompense.</div>
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Initiates</h4>
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Gorgorma may only be approached through her own Rune, since she and it are one. Initiates must remain celibate, may never undertake any activity bringing life or fertility to the world, and must take the cult virtues of Ruthless, Savage and Vengeful.<br />
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Subcults</h4>
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There are none</div>
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Devotees</h4>
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Any initiate who matches the standard requirements may devote herself to Gorgorma. These women are the leading killers for the cult, and will not associate with men at all. </div>
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<span style="font-weight: normal;">(Dark Earth) </span>The Bloody Earth Feat </h4>
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This is the magic that Gorgorma uses to curse and to punish, rather than the one she uses to utterly destroy. It is often used if no immediate opportunity for destruction arises. It has been used to Waste Male Loins, to Thwart Healing, to Render Male Impotent, to Transfer Wound To Victim, to make an offender Feel My Pain, and may also serve a 'constructive' purpose of Wash Away Earth Wound With Blood.<br />
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">(Gorgorma)</span><span style="background-color: white; color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"> <b>The Earth Defender Feat </b></span><br />
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Gorgorma leaps to defend the Earth when she perceives a threat. This Feat can be used to Transform Into Gorgorman with all of the features listed in the 'Depiction' above. This saps all courage and hope from an opponent, as well as allowing the cultist to develop the Gorgorman Fighting Style.</div>
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<span style="font-weight: normal;">(Gorgorma)</span> The Earth's Avenger Feat</h4>
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Gorgorma destroys those who rape. This Feat is used to sever and utterly destroy the instrument of violation, and may also be used to Increase Blood Loss immediately thereafter.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/6/63/Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Preparatory Sketch for Demoness Sonjicho LACMA M.84.31.391.jpg" data-file-height="2100" data-file-width="1292" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg/369px-Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/6/63/Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg/554px-Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/6/63/Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg/738px-Preparatory_Sketch_for_Demoness_Sonjicho_LACMA_M.84.31.391.jpg 2x" width="123" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Simple, mundane vengeance<br />
is always an option</td></tr>
</tbody></table>
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Agents of Reprisal</h4>
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<span style="font-family: inherit;">There are none, since Gorgorma understands that even her raped sister did not follow the path of vengeance.</span></div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-20700734706193022762015-06-06T11:55:00.000-07:002015-06-06T11:55:20.673-07:00Tien, Son of the Devil<br />
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<span style="font-weight: normal;"> </span>Tien, Son of the Devil</h2>
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Runes <b> Death Darkness</b></div>
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Mythos & History</h4>
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<o:p></o:p></div>
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When the Devil entered Glorantha, he led the way for many who resembled him, but none was closer than Tien, his son-by-spirit if not son-by-flesh. He it was who commanded the forces
that ravaged Genert’s Garden, slaying the god himself and turning the Garden into Prax and the Desert. He fought Basko on the borders between the
steppes and the Eastern kingdoms. He
pretended that he held the Mistress of Light and Knowledge, and captured the
god of knowledge – her lover – in order to supplant him. </div>
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<o:p></o:p></div>
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That coward-god escaped and fled, making vile alliances
to hide his cowardice.<o:p></o:p></div>
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When the Great Darkness came, Tien hunted for the missing
goddess. He found her, slew her, and
stole her power of Truth along with her head.
When Wakboth fell, Tien was pursued to Hell by a Storm beast, where he
in turn was beheaded, losing that power of Truth once more. He took the Darkness.<o:p></o:p></div>
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<br /></div>
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In the Dawn Age he provided power and inspiration to
those who took others’ powers through headhunting, and who were determined to survive. </div>
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<br /></div>
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He still gives his powers to those who feel that the end justifies <i>any</i> means.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="Judith by Maerten van Heemskerck.png" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="156" src="https://upload.wikimedia.org/wikipedia/commons/thumb/a/a3/Judith_by_Maerten_van_Heemskerck.png/800px-Judith_by_Maerten_van_Heemskerck.png" style="margin-left: auto; margin-right: auto;" width="200" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Lunar drawing of a female Korer assassin<br />taking the head of a Lunar general</td></tr>
</tbody></table>
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Nature of the Cult</h4>
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The Korer permit his worship as the Lord of Terror, bringing horror upon his foes by using their own kin against them. Only the most terrible of their warriors worship him, and thereby become Terror incarnate.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"><b>Depiction</b></span></div>
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A robed male body with a Truth rune where the head would
be.</div>
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Rune Affinities</h4>
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<o:p></o:p></div>
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As the Lord of Terror who slew Genert, he is the Chaos Death God, and wields that power freely. He has adopted the power of Darkness to shroud himself from the eyes of others.</div>
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<u>Death Rune Affinity</u><br />
Wielding this affinity allows the cultist a fairly broad range of options. It has been known to have been used to Terrify Opponents, to Wound A Fire Elemental, to empower cutting weaponry and to painfully end a life.<br />
<u><br /></u><u>Darkness Rune Affinity</u><br />
Tien adopted this rune upon losing Truth, and therefore its uses are less complete than they might be.<br />
Initiates may use the affinity to Dull Light Magic, Create A Dark Wall, to enhance their ability to Speak Darktongue, and to aid in negotiations with Digijelm.<br />
<u><br /></u>
<u><br /></u>
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Particular Likes and Dislikes</h4>
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Friendly with Thanites, loathers of Storm cultists, and neutral towards everybody else. They particularly hate the Pentan Paths of the Storm.<o:p></o:p></div>
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Cult Organisation</h4>
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<o:p></o:p></div>
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Local leaders are in absolute charge of all cult matters, but challenges for leadership are far from infrequent. There is no organisational level beyond the clan. </div>
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<tr><td style="text-align: center;"><img alt="Ramiro II de Aragón. Detalle de La Campana de Huesca (José Casado del Alisal).jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="320" src="https://upload.wikimedia.org/wikipedia/commons/6/69/Ramiro_II_de_Arag%C3%B3n._Detalle_de_La_Campana_de_Huesca_%28Jos%C3%A9_Casado_del_Alisal%29.jpg" style="margin-left: auto; margin-right: auto;" width="213" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Priest with a Guardian in dog form</td></tr>
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Priests</h4>
<div>
Each clan temple requires a Priest, and one will be appointed in titular fashion even if they would not normally meet the requirements. They lead worship and administer the cult, but may be replaced at a moment's notice - or rather, at the swish of a garrote.</div>
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Holy Days and Sacrifices</h4>
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Darkness Day is the basic Holy Day, with burnt sacrifice of the decapitated bodies of sophonts.</div>
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Any other days are celebrated at the local Priest's choice.<br />
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Initiates</h4>
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One can only approach Than through Death, and the initiate is required to develop the cult virtues of Cunning and Ruthless. Initiates can never use normal fire.<br />
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Subcults</h4>
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There are none</div>
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Devotees</h4>
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Any who wish to, and who meet the normal requirements, may devote themselves to Than.</div>
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By so doing, however, they exclude themselves from normal society, since his headhunting is never viewed as acceptable behaviour, even amongst the Korer.<br />
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<span style="font-weight: normal;">(Death) </span>The Undead Creation Feat </h4>
Than creates many servants from the dead, be they skeletal, zombie, or 'living' head. He empowers his worshippers to do the same. Over the centuries this Feat has been used in many ways, including (but not limited to) Create And Command Skeletal Servant, Create And Command Zombie Servant,</div>
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Create Minor Head (acting as a Retainer) and Create Major Head (acting as a Sidekick). <br />
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<span style="font-weight: normal;">(Death)</span> The Decapitation Feat </h4>
Than was beheaded and beheads in turn. While the cult weapon is the garrote, he willingly blesses any weapon or magic that will do the task. This Feat has been used to bless a blade with Decapitate Foe, a metal garrote with Instant Decapitation and a cloth one with Instant Strangulation, and has also been used remotely to Sever The Soul of the target from their body.<br />
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<span style="font-weight: normal;">(Darkness)</span> The Darklight Feat</h4>
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Than has used Darklight since the Dark, in order to see clearly when his opponents cannot see at all.</div>
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This Feat can be used to ignite or intensify Darklight, to edge a blade with it to cause unexpected pain, and to enable a mount to see by its light. It may also be used to create sufficient Darklight to Summon And Command A Shade, or to Summon And Embody A Guardian Spirit.</div>
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Agents of Reprisal</h4>
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The cult can call on Shades to pursue and punish those who are apostate.</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-17828178464121754942015-06-06T02:41:00.000-07:002015-06-06T03:33:26.963-07:00Oropum<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/Shamash-sun-symbol.svg/600px-Shamash-sun-symbol.svg.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img alt="Shamash-sun-symbol.svg" border="0" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/Shamash-sun-symbol.svg/600px-Shamash-sun-symbol.svg.png" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yuthuppan Oropum's Star</td></tr>
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Oropum, the Guiding Star</h2>
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Runes <b> Star Truth</b></div>
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Mythos & History</h4>
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In the Dark there were few stars that could be seen, let alone relied upon. The few in the centre of the Skydome were useful for a sense of hope, but it was only when Oropum revealed herself that it was possible to reliably navigate by the stars. Thus it was, as first amongst reliable star-lore that she was adopted as the patron goddess of Yuthuppa in Dara Happa, under the name Thilla.<br />
Oropum was wise and helpful during the Dark, showing the women which roots could safely be gathered, and which grains could be turned into a nourishing porridge.<br />
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When the True Emperor, Vuranostum, visited Yuthuppa he saw the last shrine of Thilla to have remained open from before the Dark. He recognised it as truly being dedicated to Oropum, and blessed it and its priest with much wealth. The newly strengthened cult did much to turn the Dark back to Light, and to be a reliable guide to the people in their wanderings.<br />
After the Sankenite rebellion, we took Oropum with us, shedding her Dara Happan name once more.<br />
She is our reliable guide upon the steps. </div>
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Nature of the Cult</h4>
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The guardians of Hyaloring star-lore, scouts and navigators follow her both literally and spiritually.<br />
She is relaible, Vuranostum-blessed, and powerful against the forces of the Dark.<br />
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Depiction</h4>
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A four-rayed star.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">Rune Affinities</span></div>
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As a Star she is implicitly tied to that rune, and as the reliable guide to the free wanderings of the Hyalorings wields the Truth rune as well.</div>
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<u>Star Rune Affinity</u></div>
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Initiates have been known to use this affinity to provide illumination within a home, to distract opponents with lights flickering along armour and clothing, to startle and dazzle in the darkness, and to raise hope when clansfolk are under threat or are lost. It is also the affinity used when Stargazing, although it is the other affinity used to record the results. </div>
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<u>Truth Rune Affinity</u><br />
Reladivus invented the counting-pot, and as Master of Serenity taught Oropum the making of marks to record her observations. Her initiates may use this affinity to imitate that, making records of observations on clay or bone. They also use the affinity to remember what they have seen and heard, and are the keepers of much clan lore. The rune is also invoked in teaching, to ensure accurate transmission of knowledge. Finally, it is used to determine whether food is safe to eat, and is the shape of the distinctive Hyaloring porridge-stirrers.<br />
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<o:p> </o:p>Particular Likes and Dislikes</h4>
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Oropum is friendly towards all those deities who left Nivorah, to all Celestial deities and to all of those who study the stars. She is implacably opposed to all Darkness beings.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"><b>Cult Organisation</b></span></div>
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Each clan priest or priestess is independent. If matters need to be discussed on a tribal level then a democratic meeting of the priestly will be called. How the local leader chooses to organise the clan's cult is up to them.</div>
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Priests and Priestesses</h4>
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Only when a vacancy arises will the cult's tribal council examine all the initiates they have, to see whether one has achieved the necessary requirements of priesthood, and is more deserving than any other. If there is none, then the local clan temple disperses until one is found. If there is more than one, the council will observe a recitation of star-lore from the candidates, until one emerges as victor.<br />
Even Pure Horse clans understand that it is a cult requirement for priests to herd goats, and for cult members to eat them during sacrifice meals.</div>
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Holy Days and Sacrifices</h4>
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Holy nights are determined by the local priest. Sacrifices are goats, generally long-stewed and well spiced.<br />
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"><b>Initiates</b></span></div>
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All approach Oropum through the Star rune, since that is her primary attribute. They are required to show the cult virtues of Patient and Precise. They will be trained in the cult's recording script, the Star Code, which has no other purpose and is meaningless to the uninitated. Some learn to tatoo this as well as to scribe it.<br />
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Subcults</h4>
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There are none.<br />
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Devotees</h4>
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Anyone who wishes, and fulfills the standard requirements, may devote themselves to Oropum.<br />
Devotees are generally nocturnal, sleeping in the saddle and awaking at dusk. They tatoo their faces heavily, using Star Code.<br />
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<span style="font-weight: normal;">(Star)</span> The Pathfinder Feat </h4>
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In the Dark Oropum was the only sure guide, and so she remains for her people. This feat has been used to Find A Safe Path, to Remember Our Migratory Route, to Know The Hazards On The Way, and to send out a bright beam of Starlight to show the way for night-time riders.<br />
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<span style="font-weight: normal;">(Star)</span> The Light-wielder Feat </h4>
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Oropum gave guidance, and she also fought hard to turn back the Dark. Her priests called the great light of the Skydome back into being, long before the Bright Emperor returned, and she is our champion against the powers of darkness. </div>
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This feat has been used to Blind Digijelm With Starlight Blaze, to Burn Darkness Demons With Starfire, to Illuminate The Camp Until Dawn, to Face The Darkness With Courage, and to make weapons flare with Starfire.</div>
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<span style="font-weight: normal;">(Truth)</span> The Recall Feat </h4>
Oropum made the Star Code and taught us how to remember all that we could not note down.<br />
This feat has been used to Ensure Accurate Recording when using Star Code, as an <i>aide memoire </i>when reciting history or observations, to Identify Wrongness In The Sky, and to Fix A Memory with absolute accuracy.<br />
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Agents of Reprisal</h4>
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<span style="font-family: inherit;">Oropum will blind the apostate to all Celestial bodies. No light from them will be visible until the apostate returns to the cult.</span></div>
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<tr><td class="tr-caption" style="text-align: center;">Star Code with (profoundly mistaken) Kralorelan<br />
analysis on the right</td></tr>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-69332995295868491012015-06-05T13:11:00.000-07:002015-06-05T13:13:31.577-07:00Devkuroski<div style="border-top-color: transparent; border-top-style: solid; border-top-width: 0px; padding-top: 8px;">
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Devkuroski</h2>
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<tr><td class="tr-caption" style="text-align: center;">Magically influenced wolves attacking a horse</td></tr>
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Runes <b> Hell Water</b></div>
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Mythos & History</h4>
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When Hurfor led the Ancestor Tribe out of the lands of the Aldryami and into Unstevos (Estvenor) they came into contact with another people, the Kalrius. The Kalrius were storm-worshippers and ice-worshippers led by Darnlo the Red, and from the start they were enemies. Darnlo was not a god, but the grandson of a god, and he could spit death at his enemies. After an initial series of battles and contests, neither side had the mastery of the other, and so it was that Darnlo called upon his grandfather, the Kalrius god of the ice-storm, Devkuroski. He sent a terrible blast from the north that coated all the land with ice, sufficiently so that the Kalrius gained a significant advantage. </div>
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The unstable nature of the storm-worshippers was on the side of the children of Kargzant, and one clan, the Brighteyes, turned traitor. They set fire to the Kalrius' camp, and the flames grew so hot that they melted the ice, which became the Lake of Death.</div>
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From within this Lake Devkuroski sent his powers against the people in the Darkness. He sent slaving parties to capture the women, hunting parties to kill the food animals, and raiding parties to steal the horses. He reduced the people to starvation and urged them to cannibalism.</div>
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Hestus, son of Hurfor, led the people in their resistance to Devkuroski, making pacts with the Dog Star and with the dogs. Together they freed the reindeer from the Lake of Death, and hunted so that the people could have their fill.</div>
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Devkuroski had killed and eaten most of the horses in the world, and Hestus knew of his desire for horse flesh. He sacrificed his own mare to Devkuroski, but poisoned the meat with red pepper and dirt from Zurin, both too virtuous for this evil god to encompass. His cauldron broke, his power wavered and Hestus struck.</div>
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Since then, Devkuroski has been little more than an evil memory, the Devourer beneath the waves, the Horse-Eater of Hell. He serves Kargzant, bonded to him in the same way that his cultists are bonded to their chieftains.</div>
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Nature of the Cult</h4>
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Devkuroski is the Evil that dwells beneath the unclean waters of the Lake of Death, just as his evil dwells beneath the surface of many otherwise noble riders of Kargzant. He is a god of slavery, degradation and trickery, and has little to recommend him to any save the most sociopathic. </div>
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Depiction</h4>
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A hulking presence beneath a wave, eyes and teeth apparent, but otherwise shrouded in water.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">Rune Affinities</span></div>
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Water is an enemy of Fire, and Devkuroski wields it as an insult to Kargzant, and as a means to find diverse ways of thwarting his will. In the Darkness his rune was Ice, but that was lost in the treason of the Brighteyes. The waters mark the boundary of Hell, and Devkuroski can project those abysmal powers into the world using the Hell rune.</div>
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<u>Water Rune Affinity</u></div>
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Initiates can make very broad use of this affinity, countering and distorting the holy magics of the children of Kargzant. Uses to which the affinity have been put include concealing an object of person beneath a layer of water, raising fogs to confuse trackers and scouts, turning earth to mud and covering frozen earth with a thin sheet of ice. It has been used to oppose every power of order known upon the steppe.</div>
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<u>Hell Rune Affinity</u><br />
Initiates generally use this affinity to summon and command demons and the unquiet dead. It can be used to bless weapons with a hell-metal edge, and to give the initiate a hideous aspect.<br />
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<tr><td class="tr-caption" style="text-align: center;">Karasali drawing of Devkuroski</td></tr>
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<o:p> </o:p>Particular Likes and Dislikes</h4>
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Devkuroski was incapable of making friends, and he remains so. He hates Kargzant, not least because it is Kargzant who enables him to survive in the face of nearly universal hostility, but his especial loathing is reserved for Hestus cultists.</div>
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Devkuroski must be bonded to Kargzanti clan chieftains or tribal khans. They serve that leader within the bounds of their bonding-agreement, and have no legal status without them.<br />
There is no other organisation beyond the individual.<br />
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Priestesses</h4>
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There are none as such, cult members being initiates of devotees dependent upon their powers and piety, active through direct contact with the Evil Below.</div>
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Holy Days and Sacrifices</h4>
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None, beyond personal whim. <br />
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<tr><td class="tr-caption" style="text-align: center;">Devkuroski in hiding</td></tr>
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Those who feel the need to worship Devkuroski must have both of his runes. They are expected to have the cult virtues of Cruel and Selfish.<br />
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Subcults</h4>
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There are many subcults, and cultists may be members of as many as they wish, joining when they find a member who they can persuade to initiate them. Each of these is associated with an ability.<br />
A few of those known subcults are listed below:<br />
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DARNLO'S GRANDFATHER<br />
The one who aids the enemies of the people, giving ill-counsel to their bonded lord. The ability associated is Spit Death.<br />
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THE BLAST OF THE NORTH<br />
The chill breath he once sent against the people, forceful and chill but lacking the true force of the lost power of the ice-storm, The ability associated is Wind In Your Face<br />
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THE LAKE OF DEATH<br />
Devkuroski was safely hidden beneath the surface of the Lake, striking out with impunity until betrayed by false worship. The ability associated is Survive Without Breath<br />
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THE SLAVER<br />
Devkuroski enabled his servants, even though they were on foot, to catch the women of the people as they rode, and to bear them back to the Lake. The ability associated is Outrun Horse.<br />
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THE WASTEFUL HUNTER<br />
Devkuroski deprived his enemies of their food beasts, making slaughter a parody of necessity.<br />
The ability associated is Slay And Contaminate Kill With Its Own Waste<br />
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THE HORSE EATER<br />
Devkuroski always had a taste for horse flesh, and still does. Cultists are required to eat horse flesh at least once a day, but members of this subcult find their hunger for the flesh is never satisfied. <br />
The ability associated is Steal A Horse's Strength By Eating Its Flesh<br />
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Devotees</h4>
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An initiate with the required ratings may devote to one of the subcults to which they belong. The ability associated with it can be used as a Feat. Their lives, while still restricted by bonding, become an ongoing expression of the subcult. Few devotees are able to tolerate their bonding for long, absconding into the wild as murderous outlaws.</div>
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Agents of Reprisal</h4>
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<span style="font-family: inherit;">There are none.</span></div>
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<br />Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com1tag:blogger.com,1999:blog-5894256923468520657.post-27394040904234019522015-06-05T01:05:00.002-07:002015-06-05T01:05:45.046-07:00Redaylde of the Pentans<h2>
Redaylde of the Pentans</h2>
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Runes <b> Horse Harmony</b></div>
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Mythos & History</h4>
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When Nivorah was founded, it was the home of Reladivus, Master of Serenity. Reladivus was the source of token-jars, and without him there would have been no records. He had a joyous family, Gamara his wife, Hyalor the Golden Bow, his nephew, and Redaylde the wanderer, his adopted daughter, who appeared from the wilderness, tracking Hyalor. She was set upon marrying him, and so, when she had passed Reladivus' Test of Transformation, she did.</div>
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She had no memory of the path she had followed, so was lost to her kin but at home among the</div>
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people and horses of Nivorah. </div>
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When the Unrighteous Emperor betrayed the people of Nivorah, she and her family led them out into the wilds, to find a better way of living.<br />
While Gamara cares for the horses who have spirits, Redaylde cares for those who have souls.</div>
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Since before the Dawn she has cared, and she is a link back to the people of Holay, ancient relatives, since they too worship her. The storm worshippers far away to the south know her as well, but their worship falls short of recognising her full stature.<br />
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<tr><td class="tr-caption" style="text-align: center;">Hyalor and Redaylde, Jillaro</td></tr>
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Nature of the Cult</h4>
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Not all horses are best served animistically, and Redaylde is the source of theistic power for the care of horses. She, as wife of Hyalor, is also Mother of the Hyalorings, and source of communal peace.</div>
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Depiction</h4>
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None is needed - a mare is her best image.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">Rune Affinities</span></div>
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As the Mother of the Hyalorings, she has the Harmony rune for the sake of peace, and as the Horse Goddess she has the Horse rune. </div>
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<u>Horse Rune Affinity</u></div>
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Redaylde is the Horse Goddess, and as such this is her rune. That allows her many powers.</div>
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This affinity is of great utility in all matters relating to the care, taming, training and breeding of horses, and a very partial list of uses includes veterinary midwifery, safe and secure riding at speed over difficult ground, pacifying and mentally influencing a horse, and first aid for horse injuries.</div>
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The affinity can also be used to Transform the initiate to and from the form of a mare.<br />
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<u>Harmony Rune Affinity</u><br />
Redaylde is the wife of the Founder of the Hyalorings, and as such has great power over her descendants. This affinity has been used to calm families, to permit the initiate to speak with authority to Hyalorings, and to peacefully approach clan and tribal leaders without attracting their anger.<br />
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<o:p> </o:p>Particular Likes and Dislikes</h4>
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Redaylde dislikes any creature that eats horse, and will have no dealings with any who worship their gods or follow their spirits. She likes the Sairdite peoples of Holay, and acknowledges the Orlanthi peoples of Holay, and sees both sets of gods as allies, especially the Red Haired Woman.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;"><b>Cult Organisation</b></span></div>
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The cult is strictly hierarchical, with a tribal High Priestess having authority over the clans' Priestesses. The Priestess within a clan is the absolute authority within the local cult, since only one mare can lead the herd.</div>
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Priestesses</h4>
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Any who meet the standard requirements may offer themselves for examination. Even if successful, she cannot take on her power and authority until a clan has a vacancy. If several women are competing for one priestly position, it is decided by a day-long horse race.</div>
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Holy Days and Sacrifices</h4>
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The first and last days of each season are holy, and are marked with throat-songs and harp playing.</div>
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Sacrifices are only held on the first day, when predators are tied in position and stampeded over by the herd.</div>
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All Initiates approach the goddess through the Horse rune, and only females are permitted. They must evidence the cult virtues of Love Horses, Persistent and Prudent. Initiates tend the herd night and day by shift, and are expected to show themselves loyal wives in imitation of Redaylde's love for Hyalor.<br />
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Subcults</h4>
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There are none.<br />
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Devotees</h4>
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Anyone who wishes, and fulfills the standard requirements, may devote themselves.</div>
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<span style="font-weight: normal;">(Horse)</span> The Horse-Care Feat </h4>
Redaylde could heal all horse-ills, could call all the herds of Nivorah with a whistle, and could find the mating that would produce a strong and healthy bloodline.</div>
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By using the Horse-Care Feat you can drive off any spirit causing a disease in the herd; bless a mating, a pregnant mare or a new-born foal, and summon the clan herds. It enables the cultist to understand their mount through a mental linkage, and to scent any predators in the herd's vicinity.<br />
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<tr><td class="tr-caption" style="text-align: center;">The herd responding to the Priestess' call</td></tr>
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<span style="font-weight: normal;">(Harmony)</span> The Foundress Feat </h4>
Redaylde came out of the wilderness and proved by magic that she had the right to be Mother of a race of humans as well as goddess of horses. She then sustained her proof by wise and careful management of the people that arose out of the ruin of Nivorah. Even if the cultist is a Hirenmadoring or an adopted outsider, this feat will still be available to her, although it is always harder to achieve success if the magic is not being used to target Hyalorings.<br />
This feat has been used to bless weddings, houses and tents, and the new-born of the clan; to heal hurts and hurt feelings, to lighten moods and to head off arguments.<br />
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Agents of Reprisal</h4>
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The apostate will stink of a blend of wolf, smilodon and broo, sending all horses around them wild.<br />
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/9/95/Feral_stallions_fighting-_Pryor_Mountain_Wild_Horse_Range_-_Montana.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Feral stallions fighting- Pryor Mountain Wild Horse Range - Montana.jpg" data-file-height="450" data-file-width="600" height="300" src="https://upload.wikimedia.org/wikipedia/commons/9/95/Feral_stallions_fighting-_Pryor_Mountain_Wild_Horse_Range_-_Montana.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The apostate's horse brutally attacking another, both driven mad by the stench</td></tr>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-33752145396627872772015-06-04T02:32:00.002-07:002015-06-04T02:32:53.567-07:00The cult of Unnek, Queen of the Buzzards<div class="MsoNormal" style="border-top-color: transparent; border-top-style: solid; border-top-width: 0px; padding-top: 8px;">
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Unnek</h2>
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Runes <b> Death Avian</b></div>
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Mythos & History</h4>
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Unnek was born to be Queen of All Birds. Her shell was as fine as purest Kralorelan porcelain,</div>
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her feathers more radiant than Vrimak, her intended, her beak sharper than the Descender Hawk's.</div>
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When the Black Night flew into the face of the Sun, she failed in her duty of guarding her Emperor, because she was too intent upon preening her plumage, and singing her wondrous songs.</div>
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The guilt of her failure was obvious and unavoidable, so Vrimak burned her feathers black, and then Tholm plucked out the plumage from her head and neck, leaving her pink and scarred. Her voice was stolen by Tritwiddeth, and her roost was broken.</div>
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Exiled by her kin, in the Darkness she learnt how to fend for herself, taking the flesh of all that died around her, and drinking their thickened blood. She became a nightmare creature for many, cast out by the Bird-Folk and reviled by those of the River Valley. She was accepted by some as a necessary cleanser, but by others she is a feared despoiler of the dead.</div>
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Over long ages she has occasionally crept into nests and masqueraded as the female of the pair with a night-blinded male, and so she has several children to her name, and has had more that died in the past. Their young in turn have filled and purified the world since the Dawn.</div>
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<tr><td class="tr-caption" style="text-align: center;">Unnek and Vrimak, floor-mosaic in Ganbarri</td></tr>
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Nature of the Cult</h4>
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Worshippers of Unnek are cleansers of the steppe, and - amongst those who follow bier burial - the<br />
undertakers of the clan. The sub-cults allow for a diversification of roles, but they are smaller even than this small cult.<br />
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Depiction</h4>
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Unnek is the prototypical turkey-vulture buzzard, and is depicted in any form that is faithful to that nature. Where she is worshipped through one of her daughter subcults, the depiction is that of the appropriate bird.</div>
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Rune Affinities</h4>
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As the bird who cleanses, Unnek's associations are with the Death and Avian runes, subcults sometimes requiring another as well.</div>
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<u>Death Rune Affinity</u><br />
Unnek survives by devouring Death wherever she finds it, and this affinity has been used to help Initiates see and smell the dead, to slay those near death, and to intimidate others with the fear of death. It is never used to harm the healthy, since Unnek is not a killer. It has also been used to assist in the task of preparing the dead for exposure.<br />
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<u>Avian Rune Affinity</u><br />
Unnek is both the high-flying spotter and the low-flying sniffer of corpses, and her Avian affinity has been used by Initiates to see from afar, and to enable 'swooping' movements as they imitate her descent upon prey. It cannot be used for flight, but can be invoked to turn a fall into a gentle landing.<br />
After dead have been arranged on a bier it can be used to summon carrion-birds to the feast.<br />
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<o:p> </o:p>Particular Likes and Dislikes</h4>
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She has an absolute loathing for all bat-deities and their cultists, and will never co-operate with an healing cult, since it is disrupting the proper order of existence.</div>
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Cult Organisation</h4>
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The cult works as an extended family, with each Nest (Temple) headed by a mated-pair, including the Priestess. If another aspires to become Priestess, she is sent off with full honours and assistance to start another Nest. The Priestess and her husband have absolute authority within the Nest, and she always outranks him, in any disagreement.</div>
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Priestesses</h4>
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If a cultist aspires to the role of leading a Nest, she is, subject to the usual requirements and restrictions, blessed and sent to another clan with a male to whom she will be married upon arrival.</div>
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If members of one Nest find themselves on the territory of another, they will always defer to the Priestess of that Nest.</div>
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Holy Days and Sacrifices</h4>
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Every day is equally holy, since it marks the return of glory to the sky, and all life is a sacrifice to Unnek, eventually. Feasts are held on the Priestess' whim, accompanied by much stamped 'steppe-drumming' and dancing. </div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px;">Initiates</span></div>
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<span style="background-color: white; color: #333333; line-height: 18.2000007629395px;"><span style="font-family: inherit;">One may approach The Mother Of The Soul Eater through either of her runes, since each is as important as the other to her. They are expected to to respect the clan's social order, even if that order rejects them. Initiates are required to demonstrate the cult virtues of Callous and Patient .</span></span><br />
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Subcults</h4>
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In her nocturnal matings, Unnek brought forth several unlike daughters, in part dependent upon the fathering, who carry on their mother's work in different ways.<br />
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Nests can maintain shrines to more than one subcult, although that of the Priestess, if she follows one, always takes precedence.<br />
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<u>Attratu the Black </u>(Death)<br />
Despite her name, it is as a woodland bird that she is known, and among trees that she roosts and hunts. Her cultists are the active killers in the cult, because of their hatred for cattle and all who herd them, and in their case they make an exception to trying to follow the course of nature. Initiates may use their Death rune to assist them in killing cattle and cow-herds.<br />
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<u>Ogyps the Strong</u> (Movement)<br />
Ogyps sacrificed much to become the strongest and largest of Unnek's offspring.<br />
The swiftest moving, and generally least tiring cultists, initiates can use their Movement rune to assist their speed and endurance while riding, and to strengthen their movements where appropriate.<br />
Initiates are required to sacrifice their sense of smell, which also permits them to feed upon longer-dead carrion than others within the cult.<br />
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<u>Buteo the Adaptable </u>(Hunting)<br />
Buteo was the child of an hawk, and has a lifestyle very different to that of her mother. She eats carrion in the winter only, and in the better seasons is a swift and savage hunter, although of small game only. Initiates can use their Hunting rune to assist in any hunting activity that targets small game, but find it utterly useless against larger prey, or when the prey is stood on snow or ice.<br />
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<u>Vulpi of the Steppe</u> (Movement)<br />
Buteo's younger and smaller sister, she was thrown out of the nest early on, and had to find her own hunting area far from her sibling. Initiates may use their Movemet rune to assist in speed and endurance while riding, and in any attempt to out-ride a Buteo cultist. Vulpi Nests do not stay with a clan for more than one season, but constantly migrate between them.<br />
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/2/22/Heubach_common_buzzard.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Heubach common buzzard.jpg" data-file-height="918" data-file-width="1358" height="216" src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/22/Heubach_common_buzzard.jpg/800px-Heubach_common_buzzard.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/2/22/Heubach_common_buzzard.jpg/1200px-Heubach_common_buzzard.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/2/22/Heubach_common_buzzard.jpg 2x" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Buteo slaying, Vulpi watching from a safe distance</td></tr>
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Devotees</h4>
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Those who are sufficiently motivated can cut themselves off from normal society by devoting themselves utterly to Unnek. They are governed by the normal requirements and restrictions. </div>
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Unnek's devotees are regarded as people of terror, since they remove the living from the world, and are sometimes called upon for the purposes of euthanasia.</div>
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<span style="font-weight: normal;">(Death)</span> The Steppe Purifier Feat </h4>
This feat is used to permit the wholesale consumption of carrion, no matter what the size, until the steppe is cleansed. The cultist is rendered immune to disease and chaos-contamination when under the effects of the Feat. The remains will be digested and eliminated from the cultist's body without unusual effect, no matter the amount devoured.<br />
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<span style="font-weight: normal;">(Death)</span> The Funeral Feat </h4>
Unnek became the psychopomp for the Gamatae and the Hyalorings, although even she was prohibited from feasting upon Vuranostum's body. Her cultists can use this Feat to prepare a body for bier 'burial', to undertake the proper rituals and to protect the dead from any interference beyond that of carrion-birds.<br />
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<tr><td style="text-align: center;"><img alt="Mochica headdress Larco museum.jpg" class="mw-mmv-final-image" height="306" src="https://upload.wikimedia.org/wikipedia/commons/thumb/f/f3/Mochica_headdress_Larco_museum.jpg/640px-Mochica_headdress_Larco_museum.jpg" style="margin-left: auto; margin-right: auto;" width="320" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Unnek, defender of the dead. <br />Hyaloring gold-work</td></tr>
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<span style="font-weight: normal;">(Avian)</span> The Escaper Feat </h4>
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Although she was punished for her failure to protect the Emperor, thereafter Unnek discovered how to escape those who would punish her further. The feat triggers a vomit response from the cultist, which allows them to flee immediate combat as their opponent avoids this unusual strategem.</div>
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<span style="font-weight: normal;">(Avian)</span> The Flight Feat </h4>
The children of Unnek fly high and slow or low and swift, and this feat enables the cultist to undertake either. They may also use it to descend swiftly and safely from flight, landing noiselessly.<br />
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Agents of Reprisal</h4>
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<span style="font-family: inherit;">An apostate will appear vile even to carrion eaters, and will remain a monstrosity, mouldering away slowly and horribly.</span><br />
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0tag:blogger.com,1999:blog-5894256923468520657.post-44707022625213239452015-06-03T11:00:00.000-07:002015-06-03T11:00:11.502-07:00The cult of The Mother Of The Soul Eater <h3 class="post-title entry-title" itemprop="name" style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; font-stretch: normal; margin: 0px; position: relative;">
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<tr><td class="tr-caption" style="text-align: center;">Kralorelan Hero being brought low by <br />an avatar of the Soul Eater</td></tr>
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<span style="line-height: 1.4;">Runes </span><b style="line-height: 1.4;"> Death Hunger</b></h2>
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Mythos & History</h4>
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She had a name, amongst the Zaytenerae, before the coming of the Dark. She had a husband and a family, was adjudged beautiful and lovely. The Dark came, and many powers were let loose upon the surface of the world and among the Zaytenerae. After losing all her children to the Dark, after being raped by the children of Old Storm, after seeing her brother, Kalikos, disappear on what looked like a hopeless quest, she and her husband looked for a way to heal the world. They enlisted the help of another, a Zayteneran whose skin was curiously mottled, and whose light flickered and varied, who claimed to have the ability to bring healing. <br />
Together these three danced a new dance, sharing their light and building their power until a new light started to pulse in their midst. <br />
The Devil came, the Destroyer, the Father of Tien.<br />
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Rejected now by the remaining Star-Gods, their names taken away, the unstable one was sent into the west, an inconstant sun. The husband was torn apart in the battles that followed, and the nameless bright one became the target for the rage and lust of every male.<br />
From these rapes many children were born, but in the Darkness all were lost to her, spilling like blood over a savaged world. She fled, and came to that place we name the Hellcrack. There, waiting patiently and savagely, was a terrible spirit, the Father Of Spiders, whose wife had disappeared shortly after the Hellcrack opened in the Dark.<br />
In his silent rage and lust he leaped upon this vulnerable Goddess, binding her with cords of adamantine strength, impregnating her with virile power and purest venom. <span style="line-height: 22.3999996185303px;">She took upon herself something of his nature, and devoured him after fighting free of his bonds</span><br />
<span style="line-height: 1.4;">From this savage mating came forth the Eater of Souls, who some name Yara, who in turn is the mother of Pack Spiders, All-Killer. Many times has she brought forth young since, but each and every one is a new Yara, joining the Pack upon the steppe. .</span><br />
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Once, in his brutal hatred for all things Pentan, the Son of the Moon came to her, guided by an ancient, changing light. Upon her he fathered another Yara, but this one was consumed with a desire to eat all the horses of Pent. She, her mother rejected.<br />
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The Mother of the Soul Eater has no name, and will accept none. She has a purpose, to consume the dead and eventually give birth to that which will follow the world. Until that time she hides from view, pursued by the lust of killers and the power of destroyers.</div>
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<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/c/c8/Desert-skelleton-red-sea.jpg" style="margin-left: auto; margin-right: auto;"><img alt="File:Desert-skelleton-red-sea.jpg" data-file-height="1656" data-file-width="2944" height="225" src="https://upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Desert-skelleton-red-sea.jpg/800px-Desert-skelleton-red-sea.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Desert-skelleton-red-sea.jpg/1200px-Desert-skelleton-red-sea.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Desert-skelleton-red-sea.jpg/1600px-Desert-skelleton-red-sea.jpg 2x" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Death in the wastes comes easily, and the carrion-eater follows</td></tr>
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Nature of the Cult</h4>
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Worshippers of The Mother of the Soul Eater are cleansers of the steppe, devourers of carrion, temple prostitutes and the birthers of horror. They are the power of long-brooding vengeance.<br />
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Depiction</h4>
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An eight-rayed star with a hollow centre, each ray hooked into a savage claw.</div>
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">Rune Affinities</span><br />
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The Mother of the Soul Eater is the eater-of-the-dead, and so is linked to the runes of Death and Hunger.</div>
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<u style="line-height: 1.4;">Death Rune Affinity</u><br />
Initiates can use their Death rune magic for a number of diverse purposes. It has be used to sniff out the dead, to sever a soul from the body, to bless a weapon as a life-draining tool, and to take the joy of the procreative act and leave nothing but the taste of ashes.<br />
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<u>Hunger Rune Affinity</u><br />
The eater-of-the-dead is never satisfied, for the hole at the centre of the star is a hole in her soul as well as her belly. Initiates have used this affinity to defeat Waha-Tricksters in eating contests, to devour something completely unpalatable without revulsion, to consume carrion without risk of disease or chaos-contamination, and to spur a sexual partner on to ever greater acts of energy and prowess.<br />
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Particular Likes and Dislikes</h4>
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She loves Yara as her true child, hates Chaos creatures as the perverse product of rape during the Dark, and has a good relationship with Uryarda, for remembered kinship.<br />
Cult members will never eat goat, but often raise them for milk, wool and hide. She respects, but does not co-operate with Unnek and any spider-deity, regarding them as worthy competitors. She hates Storm-Gods as rapists, and their followers as rape incarnate.</div>
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Cult Organisation</h4>
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Temples are frequently mutually hostile, or at least competitive. Priestesses and priests ritually mate upon meeting, or else must fight to the death. They rule their temple with absolute power. The initiates are required to serve one day a week as temple prostitutes, but children resulting are usually exposed, since their goddess allowed her young to depart as soon as they were born.<br />
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<span style="background-color: white; color: #333333; line-height: 18.2000007629395px;"><span style="font-family: inherit;">Priests and priestesses are ordained by their fellows when they are recognised as having achieved the required level of ability and piety.</span></span><span style="background-color: white; color: #333333; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 13px; line-height: 18.2000007629395px;"> </span><span style="background-color: white; color: #333333; line-height: 18.2000007629395px;"><span style="font-family: inherit;">They are immediately mated with and expelled from the Temple on pain of death.</span></span><br />
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<a href="https://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Viejos_comiendo_sopa.jpg/1024px-Viejos_comiendo_sopa.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="" border="0" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="118" src="https://upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Viejos_comiendo_sopa.jpg/1024px-Viejos_comiendo_sopa.jpg" width="200" /></a></div>
<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">Holy Days and Sacrifices</span><br />
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Fire Day of each week is celebrated with an horrific feast that nobody else would willingly attend. Any other days are celebrated as the local leader decides.<br />
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<span style="color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">Initiates</span><br />
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One may approach The Mother Of The Soul Eater through either of her runes, since each is as important as the other to her. They are expected to be utterly servile towards their leader, and to respect the clan's social order. Initiates are required to demonstrate the cult virtues of Callous and Selfish.<br />
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Subcults</h4>
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The cult is too small and internally competitive to have developed any.<br />
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Devotees</h4>
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An initiate with both Runes can choose to devote themselves to the Goddess, under the usual requirements and restrictions. They are required to develop the Competetive and Lustful virtues, if they do not already have them. They value their own bloodline and its rise to power above all else.<br />
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<span style="background-color: white; color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">(Hunger) <b>The Empty Zayteneran Feat </b></span><br />
The Mother of the Soul Eater is a star that lost all stellar identity, but is desperately hungry for all that she has lost.<br />
This feat has been used to swallow celestial magics whole and without harm, to empower cultists with a great moral strength when facing both celestialists and their enemies, to eat without being filled and without the need to expel waste, and to move the cultist to continue with any task, no matter obstacle or risk.<br />
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<span style="font-weight: normal;">(Death) </span>The Guilt of Chaos Feat </h4>
As one of those who brought the Devil into the world, The Mother of the Soul Eater is guilty of immense sins. She desires to reverse the outcome, return her lost family to life, and to bring Time to a happy release.<br />
This feat has been used to strengthen the resolve of cultists in the face of Chaos, to shame a warband that has fled from Chaos into hunting down their enemy, to chasten a cult member into thinking before acting impetuously, and to empower an Oath for vengeance for, or rescuing of, family members.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://upload.wikimedia.org/wikipedia/commons/f/f2/PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg" style="background-color: transparent; line-height: 1.4; margin-left: auto; margin-right: auto;"><img alt="File:PSM V41 D762 Dancing paraphernalia shaman shirt.jpg" data-file-height="1432" data-file-width="1177" height="320" src="https://upload.wikimedia.org/wikipedia/commons/thumb/f/f2/PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg/493px-PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/f/f2/PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg/740px-PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/f/f2/PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg/986px-PSM_V41_D762_Dancing_paraphernalia_shaman_shirt.jpg 2x" width="262" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A medicine shirt of a worshipper of<br />the Mother of the Soul Eater</td></tr>
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<span style="background-color: white; color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">(Death) </span><span style="background-color: white; color: #29aae1; font-family: Arial, Tahoma, Helvetica, FreeSans, sans-serif; font-size: 18px; line-height: normal;">The Cold Death Feat </span></div>
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<span style="font-family: inherit;">She took this feat as a subservient spirit from the spider who seized her and fathered Yara.</span></div>
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<span style="font-family: inherit;">It has been used to conceal an ambush, to harden the hearts of those who must kill innocents, to bind captives with unbreakable cords, and to envenom weapons.</span></div>
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Agents of Reprisal</h4>
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Pack Spiders are attracted to the scent of the apostate, and find their flavour very pleasing. </div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com1tag:blogger.com,1999:blog-5894256923468520657.post-74254812052511801592015-06-03T10:49:00.000-07:002015-06-03T10:49:57.861-07:00The Cult Of Walindum as worshipped in Pent<h2>
The Cult Of Walindum as worshipped in Pent</h2>
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Runes <b> Cold, Glacier</b><br />
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<tr><td style="text-align: center;"><img alt="2005glacieriniceland.jpg" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="603" src="https://upload.wikimedia.org/wikipedia/commons/thumb/7/74/2005glacieriniceland.jpg/640px-2005glacieriniceland.jpg" style="margin-left: auto; margin-right: auto;" width="402" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Glacier covered in ash from the last Kalikos expedition's efforts</td></tr>
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Mythos & History</h4>
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Greatest of all the enemies in the Darkness, he brought about the eternal hatred between the Hyalorings and the Dara Happans, and ground Nivorah to nothing beneath his Glacier at the height of his power. He co-operated with the Uz and their kin, bringing great suffering to all the world.<br />
Driven back in the end, he keeps his court in the far north, separated from the world by walls of Eternal Ice and the efforts of Kalikos. The Uz eventually turned against him, and they are as much victims of his hatred as any others. The Hollri are his children, and team in hordes that wait to be unleashed upon the world once more, as the Glacier returns to unite all the cold lands of Genertela.</div>
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Nature of the Cult</h4>
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An enemy of all of Pent, he is a refuge for the psychotic, psychopathic and sociopathic in Pent.<br />
The cult is only organised amongst the Korer, and even there is regarded as dangerously odd. </div>
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Depiction</h4>
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Temples are centred upon a 'statue of eternal death', where an enemy warrior is kept permanently frozen. Walindum is understood to be manifested in the frozen body.<br />
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Rune Affinities</h4>
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Walindum is associated with the Glacier, as its progenitor, and Cold as his ability to project power into the post-Dawn world.</div>
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<u>Glacier Rune Affinity</u><br />
The initiate can use this affinity to resist any Fire, Sun or Heat based magics, and to bear heat if they venture south. It can be used to assist the initiate when skating, skiing or climbing an ice-face, and to protect ice against an attempt to melt it. It can be used to demoralise Dara Happans, Pelorians and Hyalorings alike as the cultist appears backed by the grinding power of the Rune. The Hollri are children of the Glacier, and may be summoned and commanded by the use of this Rune,<br />
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<u> Cold Rune Affinity</u><br />
The initiate can use this affinity to enhance their weaponry, coating them with bitter and sharp edged icicles. The footwear of opponents may be slicked with ice, and the hearts of human and horse chilled. The rune may be used to douse beings of fire and freeze those of water, or to blight crops.<br />
Rain may be changed to hail, sleet or snow, and rain soaked land be frozen.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img alt="" class="mw-mmv-final-image mw-mmv-dialog-is-open" height="200" src="https://upload.wikimedia.org/wikipedia/commons/2/21/Briksdalsbreen.jpg" style="margin-left: auto; margin-right: auto;" width="149" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An extrusion into the White Sea</td></tr>
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<o:p> </o:p>Particular Likes and Dislikes</h4>
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Walindum hates all those who follow Fire, Sun or Heat powers, and each and every Dara Happan.<br />
The clans have no particular friends.</div>
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Cult Organisation</h4>
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Each priest is a law unto themselves, with their own band of fellow-worshippers fanatically loyal to their every whim. </div>
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Priests</h4>
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The strongest, as indicated by their fulfillment of standard requirements, will be ordained priests and exiled by their old band, since they now have the responsibility to raise a community of their own.<br />
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Holy Days and Sacrifices</h4>
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Darkness Day each week is a holy day, with a sacrifice frozen to death. The final such day in each (Pentan) season calls for human sacrifice.<br />
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Initiates</h4>
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All initiates must possess an affinity with the Cold rune, through which Walindum may be approached, even when not on the Glacier. All initiates are expected to show the virtues of the snowstorm and the Glacier, being both Boisterous and Obstinate. Their absolute loyalty to their priest is required and enforced by the priest themselves. (An inability to enforce loyalty being the sign that the priest should be the next sacrifice.)<br />
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Subcults</h4>
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The cult is too small to have developed sub-cults.<br />
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Devotees</h4>
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A Walindum initiate may devote themselves, with the usual requirements and restrictions.<br />
Devotees wish to be known for their Cruel virtue, and from choice will never kill cleanly.<br />
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<span style="font-weight: normal;">(Glacier) </span>The Advancing Glacier Feat </h4>
Walindum drove south in the Darkness, crushing cities and peoples beneath him<b>, </b>freezing the Oslir as he touched it, and driving back the Solar Empire of Dara Happa. This feat has been used to smash walls and buildings, to level hills and freeze rivers, to destroy Solar magics and directly slay Yelmites and their kin.<br />
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<span style="font-weight: normal;">(Glacier) </span>The Indomitable Glacier Feat </h4>
Walindum withdrew into the north when the Sun grew strong again, but it was not retreat, but rather a redeployment of power. He may not be attacked where he is, but waits behind his walls of Eternal Ice. The feat may be used to build walls of ice or berms of snow, to open crevasses and to strengthen the cultist with the immovable might of Walindum. It can also cause ice to blaze dazzlingly bright in the presence of light.<br />
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(Cold) <b>The Freezing Blast Feat</b><br />
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Walindum's icy winds and bitter snowfall brings immobility and misery to his opponents. The feat can create a spear of ice, freeze land to permafrost, and can slay an opponent with a blast of severe cold. It can call an ice-storm or a deep snowfall.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><img height="144" src="https://upload.wikimedia.org/wikipedia/commons/2/2b/Ice_sculptures_in_Quebec%2C_2007_-a.jpg?uselang=en-gb" style="margin-left: auto; margin-right: auto;" width="200" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Teshnan settlement having suffered<br />
an attack from wandering Walindum Korer</td></tr>
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Lesser Glacial Gods</h4>
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The Hollri and the Hrimthur are both servants of Walindum, and may be spoken with in voices touched with the howl of winter's north wind.</div>
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Agents of Reprisal</h4>
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Any member of the cult will recognise the character as apostate, and Walindum leaves the contriving of a vicious torture to those who remain faithful.</div>
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Ali the Heleringhttp://www.blogger.com/profile/09778873472032759316noreply@blogger.com0