Welcome to Natural 20!

Welcome! This is the D&D blog for anyone with an interest in the goings-on in the magical, mystifying, dangerous world of Keltarnay. We update three times a week (Monday, Wednesday, Friday), plus the occasional "special announcement" that might be needed.

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Friday, April 22, 2011

New Map

Just finished this map for the Edge of Darkness campaign.

Looks like EoD is going to be a semi modular campaign; the area I've mapped out is so large, and the possible stories within it are so varied, that I can run multiple iterations of the same campaign, simultaneously.

Many possibilities, one map.
The basics: The Cardinal Empire, in the middle of the map, is an expanding empire; it's taking over any kingdom it can conquer. However, the Emperor is not a hasty conqueror; he has time on his side, and makes sure to thoroughly pacify any newly acquired territory. The kingdoms around the Empire are attempting to secure their borders, and some kingdoms are trying to convince their neighbors to ally against the Imperial threat. Players can choose to play within the Empire, within one of the allied kingdoms, or in the wilderness at the edges of Imperial and Allied territory. They can be refugees, revolutionaries, reformists, diplomats, spies, or assassins. They can be mercenaries just looking for the next job. They can be bent on revenge against the Emperor or they can be devoted followers of the Imperial ideal. They can be tribal champions defending the ways of their people against the "civilized" forces trying to tame them. There are literally dozens of possible story arcs.

So far there have been three iterations of the campaign; my notes are beginning to get little sub titles of "EoD II" or "EoD: Imperial Agents." I've been very lucky to have patient players who understand about the sorts of random disruption and insanity that attack my gaming life with no warning. I've been able to accommodate a group of four players, a group of three players, and yet another group of three, and still one more group of (I think) three...after this weekend I'll probably have a grand total of 13 characters spread among 10 players. One of my players has a different character in every iteration (thank you so much, my loving husband, for being willing to be that guy).

I'm looking forward to seeing how this new, many-headed beast of mine grows and changes with the influence of new and different players.

Tuesday, April 5, 2011

Elemental Genetics

So, the subject came up today, about the notion of Bloodlines for sorcerors. Someone was comparing the Draconic bloodline to the Elemental bloodline, and trying to choose between them. I was no help at all in deciding things, but I got to thinking about how elemental bloodlines might present themselves, not just in the sorceror but in his parents or his offspring.
(If you have no idea what I'm referring to, see the Pathfinder Core RPG book as well as the Advanced Players' Guide for the details. I'll wait, go on.)

Here's what I thought of.

Generally speaking, you get an elemental bloodline the same way you do any other bloodline: someone, sometime in the family tree, got it on with an outsider. How this works can boggle the mind, but for my own sanity I tend to assume that love springs or coercion spells were involved, and both parties prefer not to think about it too much. Well, at least the mortal half of the equation doesn't think about it.

There are of course the four classic elements: air, fire, earth, and water. The way I think of elements, Fire and Water never touch or mingle (or very rarely) and are inimical to each other; likewise for Air and Earth. It's actually, in my opinion, more likely that a mortal and an air elemental will mate, than two elementals of inimical elements.
The elements are not unaffected by the other planes; the celestial planes "leak" into the elemental planes, creating certain very rare elementals which bear minor celestial traits, without ever attaining the celestial template. Likewise for the infernal planes. The negative and positive energy planes also affect the elemental planes, but in those cases, I tend to think of "para-elementals" which blend other "states of matter."
When discussing bloodlines, and the traits that present because of them, I would probably rule that a character has a "main" bloodline, and perhaps a touch of another bloodline, which presents minor, non-game-mechanic traits. Elemental bloodlines can be signified by various odd coloration in the eyes, skin and hair of the offspring. Such changes persist for six generations before being "bred out."


Air colors include: blue, silver, white, purple, and any mixture thereof.
Fire colors include: red, orange, cinnamon-brown, and any mixture thereof.
Earth colors include: honey, dark browns, ochre, gray, and any mixture.
Water colors include: green, dark blue, black, pearl, and any mixture.

Touch of celestia - minor only - indicated by gold coloration of eyes or hair; rarely, accompanied by a body scent of flowers.
Touch of infernus - minor only - indicated by ash-gray coloration in skin, eyes, or hair; also sometimes indicated by a body scent smelling of sulfur.
Touch of entropy - minor only - usually indicated by a general "coolness" of already present colors and tones; the skin is cold and pale; the character displays an unusual, chilling stillness when not active.
Touch of energy - minor only - usually indicated by hyperactive behaviors; coloration is more vibrant.

Merging Elements
Where elemental planes touch or leak into each other, admixture of elements can occur.
Fire + Air = Firestorm
Fire + Earth = Magma
Earth + Air = Sand
Earth + Water = Ooze
Water + Fire = Steam
Air + Water = Mist

Energy and Entropy
Where the energy planes coincide with elemental planes, unusual elemental states are displayed.
Air + Negative= Void [super-chilled air, which can freeze objects in an instant]
Water + Negative = Ice
Fire + Negative = Ash
Earth + Negative = Stone
Air +  Positive = Gale [extremely fast moving winds]
Water + Positive = Murk [water dense with plankton and other life forms]
Fire + Positive = Sun [plasma-level heated matter]
Earth + Positive = Unknown

Yeah, so that's my thoughts. For heaven's sake feel free to debate with me. This one's an idea not yet solidified into "rules."

Friday, April 1, 2011

Keltarnay Dwarves

The dwarves of Keltarnay are stout, hard working, and deliberate. They do not do anything in a rush, and tend to treat "hasty" races (gnomes, humans, halflings) with a certain elder-sibling condescension. They tend to be very invested in their families and communities, and rarely does a dwarf think of himself first. Even the greediest of dwarves rationalizes their lust for gold by transferring their own status and wealth to the status of their clan.

Dwarves respect deeds. They grant equal respect to martial prowess and craftsmanship, and they do not denigrate those who labor at the humbler tasks. They revere their ancestors and their own peculiar clan gods. Each dwarven clan has its own household gods - small idols crafted for the specific interests and pursuits of each clan. Every dwarven child is given a figurine upon reaching the age of apprenticeship - a representation of one of their most illustrious ancestors. This figurine serves as a conduit for the blessings and guidance of that ancestor's spirit.

For many outsiders this form of ancestor worship is seen as a quaint and endearing superstition; but for most dwarves it is a serious business. The most devout and spiritual dwarves can actually make contact with the spirits of the ancestors, and such individuals are accorded great status among the community. These "spirit speakers" serve their clan and community in much the same manner as clerics and paladins, but in a manner completely outside the temples of the gods. They are both more and less than clerics, for they do not serve the whims of the ancestors - they serve as conduits for information. If one seeks the wisdom of a specific ancestor, one can petition a spirit speaker; there is no guarantee that the ancestor will answer, but the spirit speaker can attempt to get their attention. On those rare occasions when ancestors grant visions or dreams to their descendants, it is the spirit speaker who helps interpret these visions. It is also the spirit speakers who oversee funeral rites and ease the passage from life to death whenever possible. Spirit speakers never wander; they are tied to their clan and their community, and never leave willingly or for long.

The more famous dwarven gods have borne many names among the other peoples of Keltarnay; most of these names are misnomers or transliterations of the Dwarven terms. In the most basic format, there are really only a handful of deities to whom the hardy, self-reliant dwarves are willing to pay homage. One of these is the Hammer God, a god of strength and warfare, the defender of the people and the bringer of martial wisdom and lore. Another is the Forge God, whose inventiveness and tenacity are much admired among all dwarven craftsmen. Likewise, the Horned God (sometimes called the One Eyed God instead) is much revered for his unswerving devotion to his people and his selfless sacrifices to improve their lives. The fairest of dwarven deities is the Goddess of Fire, the bringer of light and the wife of the Forge God. It is this goddess to whom many dwarven women pray as they ply the crafts to make warm clothing and gear for the cold mountain regions which dwarves favor. The Stone Mother is another common goddess - she is a grimmer and more fierce deity, who must be praised and propitiated in turn as the dwarves mine her flesh for gems and ore. Last but certainly not least is the Tree Mother, the wife of the Horned God, who ensures the bounty of the hunt and harvest, above ground and below. She is also the goddess of beer.

Dwarven culture also includes a great deal of feasting. Feasts are social occasions and times for bonding between families and communities. Dwarves throw parties at every opportunity. They work hard and party harder; no one can attend a dwarven feast and not have a good time. Dwarves are fond of beer, as most everyone knows, but they also make a few very fine wines. The rarity of dwarven wine is due to the fact that dwarves refuse to open a cask that has aged less than fifty years. Dwarves as a general rule do not care for distilled spirits - their aim when drinking is not to achieve unconsciousness but to achieve relaxation and merry cheer. Hard liquors tend to make dwarves much more boisterous - even violent - and as such they are generally thought of as fit for hasty sorts.

Dwarven food may surprise outsiders. While dwarves appreciate roast meat as much as anyone, they show a marked preference for frying food in vats of hot oil. In fact, one of the trade goods for which dwarves will pay quite a bit of gold for is high quality cooking oils, and flour. The least expensive fat to fry in, of course, is lard - and dwarves do cultivate large herds of pigs - but they also enjoy the flavors available from other oil sources. They also adore using batter on their fried foods, whether they are frying chicken or fish or sweets. Other cultures have learned the techniques of food frying from the dwarves; but the dwarves remain the pioneers and masters of this kind of food. Not surprisingly, mushrooms and barley play a large part in dwarven dishes as well; every sort of cool-weather crop is represented in the dwarven pantry. They raise sugar beets as well, and for very special occasions they can be persuaded to concoct amazing, decadent desserts that would put any sweet-lover into spasms of delight.

Among the dwarves one might expect to find a lack of literary depth. You'd be mistaken. Dwarves tend toward epic poetry and favor difficult, almost riddle like allusions; they are very fond of the sort of poetry that demands the audience be well educated and very clever. They enjoy music as well, favoring deep-voiced mass choral music and wind instruments similar to bassoons and bagpipes. They do not make much use of percussion beyond hand-clapping - a natural enough reaction to living in regions where too much vibration can trigger rockfalls and avalanches. They also do not appear to hear high-frequency sounds in quite the same way other races do; for a dwarf, a violin is silent for the upper third of its register. However, they have long ears - they can hear farther than any other race, even elves, especially the lowest tones that are barely audible to humans. Dwarven art tends to be three-dimensional; sculpture, carving, and architecture are all immensely popular. They are fond of bright, warm colors for festival clothing, and favor darker shades for everyday wear. Their vision, adapted to the dimness of caverns, appears to pick up subtle shadings that other races cannot appreciate - their language includes seventeen words for the color "black," and all seventeen appear to denote extremely subtle differences in the sort of black being described. The black of night, for instance, is a completely different and distinct word from the term that describes the blackness inside a cave, or the darkness within a shut closet.

All in all, dwarves are a fascinating race. They are difficult to understand for non-dwarves, due to the physiological differences that make them so uniquely and perfectly adapted to their lives in the mountains and depths of the earth. Tough, self-reliant, and determined, they are staunch allies and unswervingly faithful friends. Obstinate, occasionally arrogant, and with little patience for fools, they make very bad enemies and tend to treasure grudges for far longer than any other race.

Wednesday, March 30, 2011

The Legend of Gwyneth Kin-seeker

Legends have a way of being timeless, and most are completely without a frame of reference in regards to actual historical events. Just such a legend is the epic story-cycle of Gwyneth Kin-seeker. The events recounted in these four tales could have happened a thousand years ago, a hundred years ago, or in the last generation. The legend is popular among many people, and it has traveled from one end of Tarnaclese to the other.

There are several versions of the legend - some are clearly tailored to regional tastes, and some changes seem to reflect the storyteller's own preferences for more (or less) gory details. The following is a synopsis of the story cycle; the most common variations are mentioned parenthetically. Each part of the legend can be related as a story, as a song, or as a combination of the two forms; so it is appropriate to refer to them as stories, songs, or story-songs.


Part One: Gwyneth’s Lament
            In this very sad story-song, we’re introduced to Gwyneth, the loveliest maiden of her village (in some versions she’s a princess, or at least daughter of the local nobleman). No sooner do we comprehend that she’s pretty, sweet natured, and loves her younger sister Sarah, than the village is attacked by vicious raiders. Gwyneth is ravished (in some gentler versions, she is struck on the head instead), and left for dead. When she awakens, the village is ruined, and everyone is dead; except for the beloved sister, who is missing. The story ends with Gwyneth falling into a swoon of grieving, a "sleep like death."

Part Two: Gwyneth’s Promise
Gwyneth Kin-seeker.
            The story opens with Gwyneth receiving a vision from a goddess (in some versions, a god, in other versions, the ghost of her parents). She is told that Sarah is alive, but that she has been enslaved. Gwyneth awakens from the “sleep like death,” and vows to find and free her sister. Several versions also add “exacting vengeance” to her oath.

Part Three: Gwyneth’s Road
            This is the most popular of the four songs, and has the most variations. It is a classic “adventurer’s epic,” following Gwyneth as she travels far and wide, meets strange people, gets stronger as an adventurer, and gains friends. She essentially trails the raiders, following clues and gathering information, until she learns (at the end of the song) where her sister was ultimately sold – a foreboding place called the Blood Fortress,  at the edge of the Red Desert. The song ends with Gwyneth reiterating her oath to rescue her sister (and get revenge).

Part Four: Gwyneth’s Battle
            This is a very martial song, very battle oriented. It is full of action sequences, lots of “cleaving their heads from their shoulders,” and is positively gory in comparison to the other three songs. It’s the second most popular of the tales, and has versions that vary from genteel to downright barbaric in terms of the gore level. After many fights and a couple daring escapes from “certain doom,” Gwyneth manages to rescue her sister and save the day. Not to mention vanquishing and eradicating all the raiders, and in some versions, winning herself a life-mate as well. Of particular interest to certain adventurers is the fact that in many versions of this story, Gwyneth battles a Beholder.

We Now Return to Your Regularly Scheduled Insanity.

Folks, sorry for the lack of updates. For those who know me, they know what happened. For the rest, suffice it to say I was missing an eye for the weekend and part of the week.

Regular updates should resume soon (hopefully today, but no promises).

Friday, March 25, 2011

Interview Series: Crown Prince Aric DeMarian of Mancera


"Madame Golivanth," announced the servant who opened the door. The elven woman stepped into the room. She was gowned in lavender velvet, with a fashionable hat perched atop her perfectly coiffed hair. A long white plume curled gracefully over the hat. She looked extremely up-to-the-minute as far as her clothing went, but her expression as she took in Aric sitting on the floor of the sun room, playing with his daughter while Talia cuddled their son, was anything but lady like. Her mouth opened in a surprised gape, and she looked quite stunned.

Talia looked at her with the small smile that told Aric she was trying hard not to laugh in the woman's face. "Madame, how good to see you again. Please, have a seat wherever you like."

The elven woman blinked and shut her mouth; Aric could almost hear her teeth clicking together as she glanced about. She chose a chair near the window, and settled onto it with more decorum than Talia even used. She watched Aric for a moment, and then said, "I would hate to interrupt you, Prince Aric. Have I come at a bad time?"

Her tone and expression made it clear that she hadn't at all expected to speak to Aric while he was on the floor, making his daughter giggle and grab for the rattle he dangled above her.

Aric looked up, smiling, and said, "Heavens my lady, please relax. This is by far the best time of my day and also quite possibly the only time I am still for more than a few minutes."

Mme. Golivanth looked mildly pained, and Aric saw Talia suppress another laugh. Then the elven journalist took out her paper and pen, and set them on her lap. With a murmured word the pen came to life and hovered expectantly over the page.

"I will try to make this brief," she said. Talia, with an expression as close to a smirk as Aric had ever seen on her, said, "Oh, don't hurry on our account, my dear."

Golivanth glanced at her, and her cheeks flushed very slightly, before she asked Aric, "The stories surrounding your past are wildly conflicting. Some say you were orphaned in the War, others say you were rescued from your mother's madness and brought to your grandfather. Even stranger tales abound, most of them in increasingly poor taste. So where were you born?"

Aric smiled, looking down at his daughter for a moment; making faces and enjoying the sound of her laughter as it filled the air. He said, still looking down, “I was born in a place I believe is called the Red Keep. I do not remember what happened exactly; because when I was born, the only thing that kept my mother from killing me was a random act of mercy. She gave me to her handmaiden and told her to leave with me. That was the last time she saw me."

Aric looked up and continued, "The hand maiden that left with me died inside the walls of Ceranna, but not until she was able to deliver me to the front gate of a temple where Brother Egil raised me. He was not my father, and I knew that, but he was the closest thing I had to one.”

It was fortunate that Mme. Golivanth had the magical pen to take her notes for her; there was a long silence as she absorbed what Aric had told her. "None of the street gossips have any of the details correct," she murmured. She glanced at Talia, who looked smug. "Princess Talia, have you had a hand in the misinformation at street level?"

Talia nodded, without even blinking. "I manufactured seven different stories and made sure they reached the ears most prepared to believe them," she said calmly. "I did so in order to protect my husband's reputation. There's nothing shameful about his origins, but there were too many who would have raised objections, based on the notion that he was merely a "street rat" aspiring to the Crown. He is not, and has never been, a street rat."

She dimpled. "And I think if he'd had the option to refuse the Crown, he would have."

Golivanth looked sideways at Aric. "That seems unfortunate. After all, if you don't desire the Crown, milord Aric, what does that mean for the people?"

Aric glanced up; his eyes were afire with passion that barely shrouded the former anger that once plagued his sleepless nights. Closing his eyes he composed himself, shook his head, and opened them. He looked upon his daughter, meeting her curious stare. Aric glanced over to Shadow, his wolf, who was now on his back sprawled belly up in the sun and said, “I swore once long ago that I would protect this city, even if it meant giving my life for its salvation. Nothing has changed, except that now I can do so with more than just the swords on my back and the blood in my veins. That old man and I,” Aric said, nodding to Shadow (who curled his lip at his master), then turning back to Mme. Golivanth, “have not stopped protecting this city. The crown only means I have more tools at my disposal. However should the people of the city choose to take the crown away from me, then I will continue to protect from the shadows if need be. The life of this city and its people are second only to my family. And should the nine hells open up and free an army of demons upon the walls, I will send my family away to safety and fight that army for the safety of this city. I was raised on the streets of Ceranna, and if necessary I will die upon them.”

Aric looked back down to his daughter and proceeded to tickle her belly.
Mme. Golivanth swallowed and nodded. After a long moment - not a silent one, as the baby's delighted laughter filled the room - Golivanth cleared her throat and asked her next question.

"You grew up on the streets," she said, cautiously. "So how was it that you met Lord Cervil and Lady Silverleaf?"

“My first official mission for king and country was guarding a crime scene. I do not know or remember much about the mission, because I was responsible for keeping people outside. That, and things have happened recently that have caused my memory to suffer. That was the first time I met Cervil, Pale and Felina, and when I first met them honestly I thought I would spend most of my time protecting them.” Aric laughed. “Boy was I wrong. As it turns out they have saved me more than I did them.”

She eyed Aric, and clearly he saw her decide not to ask for an elaboration of his comment. Instead she said, quietly, "Many young people in the city look up to you, not only as the Crown Prince but as a dashing hero. What would you say to those who might wish to emulate you and become adventurers?" Her tone was neutral, but her eyes were keen as she watched Aric, waiting for his reply.

Aric paused then said, “Honestly, I would not really. Adventuring is sometimes a lonely business that can leave one with no family or friends. Before I met Cervil and the others, my only family was Shadow.” Aric gestured to Shadow who turned over at the mention of his name, “Now because of them I have not only found a life and love. I found a reason to live. I guess what I would say to someone wanting to enter my line of work would be to be certain once you step into this life you may have trouble stepping out. The challenge will make you feel alive but it is about balance I have gained great things but I have lost them as well.”

Madame Golivanth murmured the stop command to her pen, and obediently it settled into her hand. She put the pen and papers away, and slowly stood. She walked towards the door. As she reached the door, she turned back toward Aric.

"Is what you have gained worth what you have lost, milord? I ask only for my own curiosity."

Aric slowed down staring at his daughter for along minute before answering,
“Honestly I could not completely answer that question. On the one hand I lost my life sleeping on rooftops and living in the streets, and more recently I was encased in stone the resulting effects cost me some memory. So that is something that I will not miss but my adventuring life has also cost me two of my childhood friends. Rassiun and Elizabeth were both close friends and a group of assassins recognizable by the black arrows they carry were both responsible for the death of Rassiun and the corruption of Elizabeth who later took her own life. So looking back what I have now is great, greater than I ever expected I would ever get but I have lost a great deal along the way.  To answer your question, what I have now is more than I felt I ever felt I deserved, but I have lost friends I wished were here now to see what I have become.”
Madame Golivanth nodded, and said quietly, "Thank you, milord." Her tone was tinged with deep respect, and without speaking again, she left the room.

Sunday, March 20, 2011

Character Interviews: Princess Talia

Madame Golivanth arranged her notebook carefully and checked her pen for the third time. It wouldn't do to keep such an important person waiting. Not after all the trouble she had gone to, just to get a short allotment of time to speak with him.

Footsteps in the hall outside the small sitting room made her look up. The carved oak door opened, and a woman stepped into the room.

Mme. Golivanth blinked. "Ah, Princess Talia, how nice to see you," she said, politely. This was not who she'd asked to see...

Princess Talia, resplendent in a dark burgundy gown with silver trim, walked forward as Mme. Golivanth rose. She waved away the automatic curtsey, and instead took the elven journalist's hands. "Madame, I'm very glad to meet you. I've had the pleasure of reading some of your work."

"Ah - thank you, your Highness," Mme. Golivanth stammered slightly. Talia smiled and gestured gracefully to the chairs, seating herself and thus permitting Golivanth to also sit down. The elf woman realized, faintly, that she needed it. Talia's force of personality was not overwhelming, but  the surprise of seeing her instead of Prince Aric, whom she had come to interview, was very unsettling. All her carefully assembled questions went flying right out of her mind. What did I do wrong? she wondered, almost frantically. Did I somehow offend him? Is he snubbing me out of spite?

"I'm terribly sorry about this," Princess Talia said, before Golivanth could speculate further in her mind. "My husband the Prince has been called away on sudden and very urgent business. He is rarely home at all, and I can't imagine why his seneschal would have so raised your hopes as to actually schedule a meeting." The Princess looked genuinely saddened, and Golivanth could only look at her in shocked surprise for a minute.

"Your Highness, you don't have to apologize," she began, finally, but Talia raised her hand to silence her.

"Yes, I do," the princess said quietly. "I feel that an apology is owed you, because I have looked at the correspondence and seen how much trouble you've gone to, trying to obtain audiences - or shall I call them interviews? - with my husband and all of his companions. I've checked into your task and I quite approve of what you're doing." She smiled, as Golivanth did her best not to gape in surprise. "I have found it quite helpful to simply take the action that seems best, in these situations. It seems to me that if you can't get my husband to hold still for an interview, perhaps I will suffice for now? I would hate to waste your afternoon."

Golivanth opened her mouth, then shut it and considered this unusual offer. "Well," she began, "I would certainly not object to having your interview available alongside your husband's..."

Talia laughed, a hearty, unselfconscious laugh that made her dark brown curls bounce a little. "Very cleverly stated, my lady!" she said. "Shall we make an agreement that I will do my best to arrange a real meeting between my husband and yourself, then? And you'll interview me, and when these are all published, my husband and I will be presented as a matched pair, so to speak."

Madame Golivanth nodded once. "That would be most desirable, Your Highness," she said, giving in with good grace. She hadn't at all planned to interview the Princess, but clearly the Princess didn't intend to be overlooked in the history books.

"Let us begin, then..." Golivanth spoke the command word for her pen, and started her questions. "Where were you born?"

"I was born at my father's castle, in the southern part of Sangani," Princess Talia replied. "That was about twenty-seven years ago, now. My father was quite wealthy and influential, and I enjoyed many benefits of that wealth as I grew up." Her eyes darkened a little. "I also suffered under all the restrictions of Sanganese society for a woman of my status. Women there are not as free as they are here." She cleared her throat and continued, "At the age of sixteen I was presented at the King's Court in Sangani and placed on the marriage market. However, after two years, I had no suitors, and my father deemed it best that I attempt to attract a husband here in Mancera instead. My younger brothers were being sent here as well to foster with some relations, and my mother and I were sent along. My brothers took up their fosterage with Lady DeKathrin, and my mother and I were given the hospitality of the Palace."

Golivanth nodded. "Everyone knows the tale of how you met Prince Aric, of course - how he saved you from a fate worse than death, and then rescued you from your parents as well."

Talia gave a delicate snort. "Yes. The bards had a good time with that story. Fortunately they didn't get many of the details wrong, and I am content to leave well enough alone there."

Hesitantly, Golivanth asked, "Do you ever...well, adventure?"

Talia nodded. "As a matter of fact, I have done some traveling and even adventuring. Most of it was before I was married, of course."

"Some might view that...as flagrantly reckless," Golivanth ventured.

"Some people want me to be no more than an empty headed Sanganese wife," replied Talia, with a hint of an edge in her tone. "Many, many of the nobles have been taken aback by my views. They have grown accustomed to quiet, pliant women; to women who are content to be nothing more than ornamental. For myself, I've studied the Queens of the past. Mancera was founded by women who were strong willed, strong minded, and entirely capable of holding their own, on the battlefield and off of it. I have vowed to bring that sort of strength back to the Royal bloodline. If things get as bad as the seers and oracles have seen...we're going to need all the strength we can muster."

Golivanth was silent for a moment, absorbing this remarkable, and forceful, speech.

Finally she resumed her questioning. "Do you find it difficult to deal with the Prince's friends? Have you ever adventured with them?"

"Not directly, no," Talia answered. "I did take on a mission with Lady Silverleaf - I learned a lot from her, and she was an extremely good mentor and partner for that mission. Cervil and I don't speak very much - I suspect because he has had so many other things on his mind. I have spoken more with his lady wife than with him, I'm afraid. And Pale...well, he is a very competent and compassionate man, but a very private one. As I'm sure you already know. No matter what face he shows the world, though, I trust him with my life."

She sighed. "The hardest part of being my husband's wife is the fact that he is a protector, a savior; that's just what he does. He has never really given up the perception that he must personally rescue as many citizens as he can...and that means he isn't here very much. Sometimes that's very difficult; there are times that I feel very lonely. But I can't help but also feel extremely proud of him. He gives so much of himself, and laments that he has no more to give. He has nearly died in service to Mancera, more than once, and every time he is in a sickbed being tended for his wounds, all he can talk about is how he should have done more." Her expression was pensive. "He's the only man I'll ever love, and that selflessness is one of the reasons why."

Golivanth nodded, and asked her final question. "What if you were approached by a young person and asked about adventuring? Would you recommend it to the younger set?"

"I would probably caution them about it first," said Talia. "It's very uncomfortable, it can be terrifying at times, and when it isn't terrifying it's incredibly boring. You can't adventure on the side; you have to be willing to commit to it. That's why I don't really adventure now. I have learned what I can from it, and I am not willing to give up my children and my duties and privileges as Princess in exchange for physical discomfort and life-threatening danger. I am glad that I accomplished something during my adventuring days. But I would say to the younger folks that they have a lot of choices - adventuring is by far the least wise choice among those. And yet, without adventurers, where would we all be? We need heroes."

The door opened and a servant peeked in. "Milady Talia?"

The Princess smiled. "I have to go now," she told Golivanth, "but I thank you for being patient with my husband. I will summon you as soon as I am able to pin Aric down."

Friday, March 18, 2011

Empires of Iskadar

The massive continent of Iskadar has enjoyed centuries of stability. Its peoples have all learned to work together, and though rivalries may be present, they are most often channeled into non-destructive displays of wealth and nonlethal contests. The continent has seen more than its share of conflict - in Ages past its shores were washed in blood. The near-genocide of the Age of Dragons has never been forgotten, and so the Empires all work hard to get along with the least death necessary.

Diplomatic efforts are aided by the complete self-sufficiency of every Empire, and the fact that each one has carved out an economic niche for itself in the continental market. The fact that every Empire is ruled by the long-lived races also helps maintain a stable diplomatic situation. But all these things together do not alone maintain the alliances between the Empires.

The Great War is the major factor in the solidarity among the sovereigns of Iskadar.

The Invasion Front is a massive war zone which exists in nearly the center of the continent. What were once lovely, forested mountains are now blasted lands, the earth scorched by endless fire and lightning, the trees chopped down or uprooted to feed the infernal war machine at the heart of the conflict. A major duke of Baator has been given the task of conquering Iskadar. To what end is not known; it is not even known what Arch Devil has given the Blood Duke (as he is known to the people of Iskadar) his orders. What is known is that for a hundred years, it has taken the combined might of seven Empires to hold back the infernal hordes. Adventurers are constantly flocking to the battle zone, and hundreds have died trying everything they can think of to stop the tide. Unfortunately, their efforts have done no more than buy time for the allies' forces to regroup and recover. The Great War has consumed a huge swath of land, eating into the mountainous central region of the continent like a cancer.

It is most amazing that the Empires continue to advance their magic and their science - for here, gnomes are greatly respected and their ideas are given much consideration and funding. Because of the gnomes, the Skyway exists - a set of shipping lanes in the very sky itself, plied by massive airships of gnomish design. Gnomes have even invented what can be considered primitive steam trains - mostly limited to use for delivering enormous loads of ore from mines, at this time. No one has even considered using them for transporting people yet. Steam engines are all the rage among the gnomes, however, and hundreds of applications of that power are being tested and developed. The entire continent is on the cusp of an Industrial Revolution, but one that would also involve magical apparatus.

There are those who resist these advances, and many who have misgivings about the use of so much dangerous power - explosions have happened, and people are afraid of the increasing complexity and potential danger of the ever more powerful engines.

Yet many also hail with relief the side benefits of such inventions - greenhouses, and even residences, which can be kept warm all winter long because of steam power; the advent of hot and cold running water in homes and other places; the improvements in sanitation due to gnomish innovations (which have made the cities cleaner than ever). The poor are still poor, but they are still better off now than they were a hundred years ago. The military, too, appreciates the inventiveness of the smallest race - explosive weapons have been developed with great destructive power, giving them an extra edge in the Great War.

Wednesday, March 16, 2011

The Legend of Uthgar

A thousand years and more, in the Age of Legends, in the land that would become Malivar, darkness first tried to take hold of Tarnaclese.

In those days, men and dwarves alike had a great distrust of all giants, and the giants did not trust the smaller races; they all squabbled over the lush, fair lands at the feet of the mountains there, and each wanted all the land for himself, and even brother might turn against brother. There was no peace to be had, and all men were enemies.

Yet, among all the turmoil and strife, four mighty warriors arose from the ranks of men and dwarves and giants. They were the most steadfast of friends, and despite the differences of race and creed they swore a lifelong oath to defend each other, unto death and beyond it. It was said even the gods could not part them.

These warriors were Galfindar Spearbreaker, Kaleth Raven, Jarrod Hammerfell, and Uthgar the Short. Each one had a reputation and legend. Galfindar had single-handedly vanquished an entire tribe of hobgoblins at the tender age of fourteen; Kaleth was the child of the two most brilliant magicians in the land, and it was said he was speaking arcane incantations at an age when most children are still babbling nonsense. Jarrod Hammerfell was the proudest son of the proudest dwarven clan in those parts, and his fiery beard matched his temper; among the dwarves he held the most respect for his drinking capacity, the truly gigantic boom of his voice in so-called debates, and the sheer power of his dedication to the dwarven smith-god. Yet among these exemplary folk, Uthgar stood out the most. For Uthgar was only short among his own kind - the storm giants. Standing a mere ten feet tall, he was considered nearly a pygmy by his own kind, and had nearly suffered exile for his perceived defects of a gentle and quiet nature as well as his un-giant-like height.

But of them all, Uthgar was the most tenacious warrior, the one who simply did not stop or give up until the fight was over. Blessed by many as a savior, he had managed to bring the fueding giant clans to unity, and even managed to work out a truce of sorts between giant-folk and the shorter races. He refused to ever call any race "lesser," no matter how much jeering it earned him from his taller cousins.

And it was these four mighty allies who faced the vilest darkness ever to crawl across the face of Tarnaclese...

Reports had come from the western mountains that some kind of strange object had fallen from the sky, and landed among the empty lands there. The mountains were harsh, frigid, and unwelcoming, but the people were frightened, for the thing that had fallen from the sky had been quite unlike anything ever seen before. Nothing like a falling star, it had come down in daylight, and had seemed bathed in black flames. A sound was reported to have come from the Black Star as well...a sound like a million lunatics laughing...

And so it was that the four warriors set off to investigate the strange occurrence.

They arrived at the spot where the Black Star was supposed to have fallen, and were appalled at what they found. What had once been a tiny hunter's village, full of simple folk who lived off the land and trapped what furs they could, was now a flattened, desolate place. The ground was blackened for a mile all around the spot where a great, black rock rested - but there was no crater, no sign of fire. Instead it seemed that the ground had been blackened by some kind of unholy fluid oozing from the black rock at the center of this wasteland.

The words unholy were apt, for the villagers had been killed instantly by the touch of this fluid; their bodies had been drained of all essence and then, most horribly, the corpses had risen and begun to move. They carried out strange tasks as they shambled about, their eye sockets empty and their mouths open, emitting a low moaning sound even though they no longer breathed.

They stacked small stones in strange cairns, in patterns that made the eyes water and slide away; they chipped more patterns into the rock bared by the spreading black ooze. The rock from the skies sat in the center of this activity, like a dark and foreboding egg. Clever Kaleth sent his magical senses ranging towards the black rock, only to snatch himself back again.

"It hungers," he told his friends.

"We shall not let it feed," announced Galfindar, and charged.


The undead minions turned on him immediately, and the black ooze on the ground rose up itself, as if to smite and smother the mighty hero. Jarrod roared his battle-cry and flung himself into the fray as well

Even as Kaleth and Uthgar hesitated, to their horror, their friends were swallowed up by the blackness that oozed along the ground. Too late they saw that the ooze emanated from the black stone in the center, and even as their friends were ensnared and consumed, they were dragged into the rock, which opened. And within the crags of that stone-like body, Kaleth and Uthgar saw eyes and teeth, and heard a gibbering laughter like the hysterical cries of a thousand lunatics.

They fled that place, lamenting for their friends and swearing vengeance.

No army could defeat such a foe, which fed on the very lives around it. To bring arms against it would only mean strengthening it, as it fattened on the deaths of their men. Kaleth flung himself into magical studies for three days and three nights, as Uthgar rallied the people of the land, exhorting them to form a border against the western mountains, warning them of the horrific monstrosity that lay fattening among the crags. Indeed, the people could see the threat for themselves, for with every passing day the blackness crept further out of the mountains, cloaking the peaks in greasy black ooze, visibly growing and approaching the settled lands. And with that ooze came more hordes of shambling undead. The ooze was not choosy. It resurrected humans, dwarves, and beasts to carry out its insane and evil tasks. Nothing was safe from its hunger. Hordes of animals began to flee the mountains – even the ants and birds poured into the flatlands by the hundreds and thousands. Nothing living survived the touch of the blackness; anything it consumed rose again, and began advancing upon the living.

At last Kaleth emerged from his tower of magical might, his parents beside him. All three were ashen gray as they told Uthgar what they had learned.

“It feeds on life itself,” said Kaleth. “We cannot kill it. We can only imprison it.”

“What must be done to accomplish this?” demanded Uthgar.

Kaleth was grim. “Someone has to die to power the magical construction of the prison,” he said. “Another person must die to lock it. And one more person must die to keep it going.”

Before Uthgar could answer, Kaleth said, “We have a problem, old friend. We three can manage to trap and imprison this Thing. But someone must hold off its minions, or the land may well be overrun before the trap is complete. The more lives it claims, the stronger it gets.”

Uthgar raised his axe in answer. “I will hold them back, even unto the freezing of Hell itself,” he swore.

Kaleth left then, magically transporting himself and his parents to the place where the Black Stone lay waiting for them. Uthgar went out to the last outpost – a hilltop tower, the last point of defense before the un-living hordes could sweep over the helpless villages of the flatlands.

What mighty magic he worked there, what prayers he spoke, what wonders he wrought, we do not know. The hill became as a mountain, the tower became as a spire of rock, and Uthgar himself grew in size. Twenty feet, thirty feet tall, tall as the mountain he stood upon – his head scraped the clouds. His axe was like a lightning bolt; his voice was the thunder. His fury destroyed thousands of the undead at a stroke, knocking them to bits or turning them to ashes; the wind that came behind his axe swept their remains into the sea. Still they came, swarming the mountain, climbing upon his legs, clinging to his axe and to his arms, feeding upon him even as he crushed them and roared his rage.

For a night and a day he battled the swarming, babbling horde; for a night and a day he stopped the tide of destruction and halted their advance, as they all focused their efforts on this one foe. He seemed indestructible, even though his wounds were great.

As the sun set, his attacks began to slow. He bled from thousands of wounds; his armor was torn nearly asunder from his body, and yet he carried on. The sun touched the horizon, making the sky looked bathed in blood. The people cowered and prayed, certain that even mighty Uthgar could not survive another night of relentless battle against the hungering horde.

The sun slipped below the horizon, and Uthgar let loose one last roar, full of defiant rage.

Then, as if the sun had come up again, a great light swelled in the west. The mountains were bathed in white light, and where the light touched, the blackness went up in smoke and the undead dropped where they stood and dissolved in pools of noisome fluids. A great chanting swept over the mountains down to where Uthgar stood, and as the light and sound washed over him, the enemies around him were struck down and destroyed.

Uthgar himself was also struck by the mighty magic Kaleth had wrought – but its effect on him was quite unexpected. He was frozen in place, turned to stone.

And that, they say, is how the mountain now known as Uthgar came to be – it is the legendary hero it is named for. They say he still watches the west, and waits for the day when the Black Star breaks free of its prison. They say that when the darkness comes again, when all is lost, Uthgar will wake from his rest and once more save the people.

Tuesday, March 15, 2011

Interview Series: Baradin, Imperial Muscle

Golivanth double checked her disguise. Her attire was entirely unlike her favored Manceran fashions. Her corset, and skirts, and layers of petticoats made her feel armored and ready to face anyone.

This get-up she was in now made her feel a little indecent, and very exposed. But it was the native dress of the area, and to have any hope at all of speaking with the persons who interested her, she had to blend in. This was not an Empire for individuality. So she had forced herself to become accustomed to the thin linen trousers, the barely-decent breastband, and the loose, draped linen robe that covered very little. Some of the women around her dispensed with the breastband, even though their robes then left one breast quite exposed. Golivanth had been unable to bring herself quite to that point, and so bore the dress of a much younger person. But what was one more deception? She was also going into this under the disguise of being a human. This Empire, for whatever reasons it put forth, did not take kindly to her race, or any other race beside their own. She could only hope that her sources, and their predictions, held true about this place. If they continued as they had begun, the world would be a much bleaker place.

She passed by a structure that bore the sign of Asmodeus plainly on its lintel, and suppressed a shudder of distaste and fear. The people she was looking for would make enormous changes in the world...perhaps demolishing the worship of such abominations would be among them.

She finally came to the monastery she sought, and spoke with the gate keeper who stood beneath the sign of Irori. Dropping the name she had been given, she was ushered immediately to a small cell, deep within the monastery walls. There, the old man who awaited her greeted her warmly. His motions were as fluid as if he were twenty years younger than his deeply wrinkled skin implied.

"My dear," he said, "I'm glad you've come. Your subject will be here presently. Please, sit."

He indicated a set of flat cushions in the center of the room. Golivanth managed to take the unfamiliar seat gracefully. The old man joined her, settling onto his own cushion with no more visible effort than a leaf falling.

"I should let you know," the old man said, "that he's likely to be very terse with you. It's just how he is. He dislikes questions, and he can be very intimidating and gruff. His life has molded him so, and you must be aware of that."

She nodded. Then, the door of the cell opened, and in came a tall, powerfully built young man, with skin dark with street grime and laced with scars and cuts. His eyes blazed with an expression that made Golivanth think of caged lions and their fierce stares. The old man didn't rise, but instead waved the half-orc over.

"This is one of my students. His name is Baradin," he said simply. "Baradin, this woman wishes to speak to you."

Baradin sat on the cushion at his teacher's gesture, and eyed Golivanth, his posture like a wound spring ready to pounce on the merest hint of danger. He said nothing, however, and only nodded.

Golivanth coughed a bit, and began with the simplest of questions. "How old are you? How did you come to the monastery?"

"I was born twenty-five years ago, in a monastery of Irori. Not this one," he said before she could ask for clarification. "In the country. I was brought here by Master Da Rill."

She nodded and continued. Baradin's posture indicated that his patience, or his time for this interview, was short.

"What was your first mission - your first adventure?"

Baradin considered that for a short moment, then replied, "My first mission as an adventurer was when the Prefect noticed me fighting humans in the street.  He offered me pay and safety in exchange for my violence."

Golivanth blinked. "I see." Then, gamely, she went on. Baradin's eyes watched her with the same intensity a lion might show to a snake.

"I hear you are now working with some others," she ventured. When he didn't cut her off there, she asked, "Are they easy for you to work with? Do you feel you are a team?"


Baradin snorted. "My companions and I work for the emperor in various capacities, so we've done missions together before.  I find Mercer to be a sub-par fighter weighed down by his faith, and Acacia to be a blind zealot.  However, their combined power equals mine, and the additional bodies permits additional accountability  so I don't bear the brunt of retaliation for failure." He lifted one shoulder in a mildly dismissive gesture. Golivanth saw a glint in his eye that made her think perhaps he enjoyed whatever mayhem he and his teammates got into, no matter what he might say.

"What if you had a young admirer? Would you give advice -"

Baradin cut her off. "That would not happen. My line of work is the only line of work for me. Half men have only one future here. I hurt people for a living. No sane youngster is going to admire anyone for that."

His tone was so casually brutal that Golivanth found herself unable to formulate a reply, much less another question. Silence dragged out for a few minutes, and then Baradin glanced to his teacher. The old man nodded once, and Baradin stood, without preamble or farewell, and left the room.

She watched Baradin leave, her brow furrowed. "I don't understand..."

"You don't need to understand," said the old man. "Only to observe and listen. Now, you've seen what you needed to see here. You know your way out. I must bid you farewell." And with no more ceremony than that, the old man, too, was gone from the little room.

Golivanth stared at the door, stunned. After a long moment she finally got to her feet, and walked out of the monastery. Her next stop was a different temple entirely, and another difficult subject to speak to.

As she began to walk in the correct direction, following the tiny map she'd been given, she wondered if she had made a wise decision after all, to travel to such strange places for knowledge of heroes from all over.

Friday, March 11, 2011

Keltarnay: The World Map

I posted some time back about my map making methods. After a lot of time put in, and many stages, this is the overall world map of Keltarnay. This map is quite large, and there are maps of each continent, done as separate pictures. But this gives a sense of scale.

As a planet, Keltarnay is nearly the size of Earth, perhaps a little smaller. It has three moons, making tides complex; seafarers have yet to truly conquer the oceans, and most ships stay close to shore, for there are no reliable instruments for navigating out of sight of land. Two of the moons are very small, and brightly colored; they are large enough to see easily, but do not give much light compared to the large, white moon. In fact some scholars argue that these small bodies aren't moons at all, but strange, fantastic palaces of the gods. Some gnomes have turned telescopes and other instruments towards these bodies, but in a burst of rare secrecy, they have told no one what they saw.

The continental masses, in order from left to right, are Narrudan, Tarnaclese, and Iskadar. The people of each continent are largely unaware of the existence of the other continents; only ancient writings hint at other land masses on the raging oceans, and most folks don't even imagine that there could be more to their world than the lands they know.

Wednesday, March 9, 2011

Orcs of Keltarnay

Most fantasy settings have orcs as the perennial villains - savage, slobbering hordes bent on chaos and destruction, pillaging the countryside as voraciously as any dragon.

In Keltarnay, orcs do not necessarily follow this model. In some areas orcs are regarded as black hearted savages (the Empires of Iskadar, as well as some of the southern nations of Narrudan). But in other places, orcs are regarded with a certain respect. When orcs form political bonds with their neighbors, they are usually treated with caution; but once the "civilized" races give them a chance, orcs show that they are truly allies worth keeping - loyal, fiercely protective, and powerful in both war and peace.

The orcs came to Keltarnay as refugees, as did most other races - although in the case of the orcs they were stowaways. They snuck onto elven transports and hid themselves away, using the blackest arts they had to ensure they would not be detected. Only a scant thousand orcs succeeded in this venture - some were discovered and slaughtered, some were discovered and dropped off on tiny "islands" in the vastness between worlds. But those that managed to make it to Keltarnay lived, and ventured far into the untamed wilds, away from all the other races.

Some of them retained their savage, destructive nature from the time before the Crossing; these are the orcs known in Iskadar, but some few tribes of such also exist in southern Narrudan. In Tarnaclese and northern Narrudan, the orcs who survived were profoundly changed by their journeys. They became less vicious and more spiritual, attuning with nature in a way unknown to their kind before. They began to identify with and worship animal totems, and soon they had developed a loosely organized religion centered around these spirits. Even among the most savage orcs, the name of Gruumsh is forgotten.

Their culture altered from one supported by pillaging and looting, to something more like a hunter-gatherer culture. Females became more powerful, both physically and socially, and were no longer cowed by the males. Orc society began to develop into something more stable than the tenous kinship ties that had (only sometimes) prevented them from slaughtering each other in fits of bloodlust and rage.

Modern orcs now form clans, and tend to keep to themselves if they can. They still prefer the lonely stretches of vast wilderness, and claim large territories for themselves in the wildest parts of the world. They favor rugged terrain and a lifestyle of nomadic wandering, following the great herds on which they depend for meat and other things. A handful of clans in northern Narrudan have taken the next step beyond this, and have begun domesticating animals and even some limited farming.

Orc society is based primarily on deep kinship ties. Family is everything to an orc. An orphaned orc is rare - someone in the clan will take him in, for to be without a family equates to a total loss of personhood. Only oggnok - "trash people," in translation - have no family. The worst punishment an orc clan has is a form of shunning, wherein the criminal is formally and permanently stripped of his name, and made oggnok. His name is struck from the records of his clan, and they do their best to make it as if he never had lived.

The second leg of orc society revolves around battle and hunting prowess. They are still fierce fighters, and very skilled in every sort of violence. A ranking system, based on personal accomplishments and contributions to the clan, allows each fighter in the clan to achieve recognition and earn privileges. Wealth is not a very firm concept, as most supplies are communally shared, but status is very important, and one can get extra supplies on the strength of one's reputation. The most visible leader, and what most outsiders think of as the only clan leader, is the War Chief, who is always the most skilled and highest-status warrior.

The third part of orc society is the spiritual. Shamans and spirit-speakers dispense wisdom, consult the spirits, and guide the clan. Their function within the clan is as officiators of rituals, record keepers, teachers, healers, and mediators between family groups and clans. Their oaths are to the clan as a whole and to the spirit-gods they worship. They are more skilled in magical combat than physical combat, but they do not earn status through battles. Instead they earn status through successfully completing rituals and other mystical tasks. The second leader of the clan is equal in power and influence and status to the War Chief, but less flashy, and is often overlooked by outsiders. This leader is called the Elder of the clan.

Orcs will treat outsiders with suspicion at first; since many civilized kingdoms still see orcs as little better than beasts, it is no surprise that orcs find themselves the prey of would-be heroes. It is possible to earn their trust, however, and as some have found, orcs make steadfast allies. They aren't pretty and they aren't well mannered, but they are very good to have at your side in a fight, and they are as proud as they are fierce.

Monday, March 7, 2011

Interview Series: Friends of Yore

Madame Golivanth had searched high and low for any sign of the people on her list. For weeks, she had combed the Foreign Quarter, and the trade districts, and exhausted her network of contacts trying to track down information on their whereabouts.

As she entered her modest flat, she heaved a small, frustrated sigh. Her cat, Nicodamain, wandered up to her and flagged his tail for her, meowing his special caterwaul in a demand for affection. She stroked the cat's creamy fur, and scratched his blue-gray ears. The slender feline executed one of his favorite tricks, bounding from the floor to the shelf beside the door, and from there to her shoulders, and draped himself there, a living, purring fur stole. She smiled in spite of her weariness, and gave him another round of ear scratches.

Then her eye fell on a white scroll, resting on her desk upon the sapphire blue silk square she kept there specifically for messages.

Her face lit up with anticipation, and her violet eyes sparkled with a moment of new hope.

The scroll bore the seal and sigil of the wizard she'd hired to do a magical search for her quarry. If she had been a coarse, common human, she might have squealed with glee. But she was a mature, dignified elven lady of Mancera, and she contented herself with a pleased humming sound, deep in her throat. Nicodamain purred in answer, quite as if he'd brought the message to her personally.

She broke the seal and skimmed the introductory paragraph. Before she reached the end, her shoulders had slumped. "Regret to inform you..." she muttered, reading and commenting on the scroll at the same time.

"Yes, I'm sure you tried your hardest, I gave you enough gold to do so...nothing? Oh, yes, I'll be sure to go ask the spirit of a halfling, if I can find a priest willing to try contacting him, that will be a great interview...and lo, the woman warrior is missing too."

She walked to the window seat, and carefully perched there. She barely noticed Nicodamain's claws as they sank into her shoulder, as the cat balanced himself against her movement. The cat leaned toward the parchment, as if inspecting it along with his mistress.

"Oh, root rot!" she exclaimed as she finished reading. Nicodamain batted the scroll.

She tossed the scroll to the floor, where it flopped and rolled up partway. Nicodamain hopped down and began to attack the vellum, shredding it in a burst of playful violence.

"Nothing, Nico. Nothing! All this time spent, and nothing to show for it," she said. Nico cocked an ear at her, but continued to maul the scroll.

"The halfling - Aleth, what an ironic name - has vanished without a trace. He was last seen with the group, but no one knows what happened to him after that. Then part of him showed up in that awful cultist lair - but only his left hand. So what does that mean?"

The cat sneezed and pounced on the scroll, biting at it.

"Exactly," she nodded, "it means nothing at all. The rogue could still be alive somewhere, but he's hidden himself too well to be found by any arcane means. If he is dead, I might be able to contact him...but everyone knows halfling souls tend to move on quickly; and they're the most difficult ones to contact, apart from gnome ghosts."

She sighed. "And the warrior female - Violence, or Violet, depending on who I talk to..." She shook her head. "The woman took possession of a ship - supposedly it had retired from piracy, but I somehow doubt that. The ship left port and was never seen again, and from what I can learn, the first mate of the ship had every intention of murdering Violet as soon as he could manage it."

"Hmmmrow!" observed Nicodamain.

"I agree," nodded Mme. Golivanth. "But my wizardly aide claims that she's not dead, but not alive either. How can that even be possible? And how can she be at the bottom of the Eastern Ocean, when she set sail in the Bay of Fire? The two bodies of water are half a continent apart, and the northern seas are full of horrible monsters. Only madmen sail into them."

She sighed. "There's no way for me to account for these folk. All I can do is write up a basic summary of what the records state they did. We'll never know how good or evil they actually were, or anything interesting about them..."

She stood, and bent to rescue the mangled scroll from Nico. "They might as well have been nothing but pieces of paper, for all that is left of them now," she said, crumpling the vellum and tossing it into a waste basket.

Nico dove for the basket, chattering in cat laughter as he tried to fish the paper out again.

Friday, March 4, 2011

Interview Series: Cervil DeMarian


Lord Cervil relaxed in an overstuffed chair in his nicely appointed study in the DeMarian mansion; though the house belonged to his grandfather the King of Mancera, he had decorated this room to his personal tastes. Madame Golivanth was clearly impressed by the understated wealth displayed in the fine leather upholstery and the walnut book cases stuffed with rare tomes. She perched in a matching overstuffed chair, and asked her questions with an air of cautious respect. After all, no one wants to anger a wizard.

“When were you born, and where?” she asked.
“Well, I was born in 475 in Akdemir,” said Cervil. “My father is of course the King of Akdemir.”

“What brought you to Mancera?”
Cervil grinned and took a sip of wine. “I was sent here to apprentice under my Grandfather as a wizard.  My dad got tired of me always being bored in his weapon training classes.”

“How did you meet your companions?”
Cervil answered, “I started as a member of this group with the investigation of the murder of a local noble; but I knew I was going to be adventuring from the time I started my wizardly training it’s just what we DeMarians do.” He grinned again, charming an answering smile from Mme. Golivanth.

“Was it easy to form a team? You all seem so different.”
Cervil nodded, “Nothing worthwhile is ever easy.  I think Felina was scared of me at first, and Aric was so stand offish that I thought I was dealing with an abused dog.” He laughed wryly, “Truthfully, though, I still haven't figured out Pale.”

Mme. Golivanth took a small sip of wine from her own glass. The vintage was excellent, and Cervil smiled at her expression of pleasure. She asked her last question, with a small sigh of regret. It’s rather a shame that he’s married, she thought.
“Would you recommend your line of work to the younger generation? What would you say if you had a young fan approach you and ask for your wisdom?”
Cervil looked thoughtful, and took a few moments before answering. His tone was serious. “I would tell anyone thinking of becoming a wizard to really ask why you’re doing it. If all you want is fame and glory, then there are easier ways.  But if hard work and long hours are your type of entertainment, by all means go for it.  I’d also warn them about adventuring. Adventuring is real, get-you-killed danger wrapped inside a whole lot of boredom. But then,” he laughed once more, “so is military service, from what I hear.”

Wednesday, March 2, 2011

An Interview with Lady Felina Silverleaf DeSandra


 I'd like to introduce one of the major player characters in the "Golden Spires of Ceranna" campaign, set in and around Mancera (Tarnaclese) around T11Yr495. Felina Silverleaf is a bard by trade and a charmer by nature, and is one of the most famous people in Mancera - certainly a famous figure in Ceranna the capital city. Here is an interview with Lady Silverleaf for your enjoyment.

                                                    ****

The woman who came to interview Felina is Madame Golivanth, an elven lady - about 400 years old, middle aged really. She had dark brown hair, and unusual, large, blue violet eyes. Her hair was wound in a neat, small bun gathered at the back of her neck, and she wore a pair of dainty reading glasses perched on her nose. The glasses were attached to a lavishly decorated golden chain. Honestly, the things looked more decorative than functional.

Mme. Golivanth was also wearing a very in-fashion gown, a smart "walking suit" type of arrangement in a dark purple that brings out her eyes, trimmed in understated ivory embroidery. The skirt was narrower than some of what the nobles wear; but the ensemble was quite a nice outfit, without being extravagant or impractical for someone who clearly spends a good deal of time walking about the city. From what Felina knew of this woman, she was quite the scholar and semi-amateur historian; she did not collect gossip, but she had been paid by some of the wealthy families to do "family histories" and she was noted for her genealogical work as well. Obviously, the Gazette was seriously obeying the King's demands for the use of legitimate writers, rather than out-of-work actors and would-be poets.

She carried a thin case with her; inside were half a dozen slim notebooks, a couple bottles of ink, and one of those magic scribing pens that would write as you spoke, and translate automatically into its preset language.

Mme. Golivanth requested this interview as part of what she said would be a series of articles printed in the Gazette over the coming weeks, highlighting many of the "Noted Persons" of the city.

She spent the first few minutes on fairly commonplace, polite conversation; softening Felina up for the interrogation maybe, or just encouraging her to drop her guard a bit.

It was obvious when she's really beginning though, because she opened her notebook and set her pen to it, and spoke its command word. "Now," she said pleasantly, "let us begin."

"Just to start this off on an accurate note, please tell me a bit about yourself - the basics, please - age, birthplace, that sort of thing."

"I'm only 148." Felina smiled, "Young, I know, but I think experience has lent more to my age than actual years. I was born in Scharnhoff and lived on my family's tea plantation until it was destroyed during the Orc Wars. My family and I then lived under the protection of the Duchess of Sinari as refugees from the war."

Mme. Golivanth nodded. "That must have been a difficult time. I understand your family regained their plantation, though - how did that come about? Did you have a hand in that?"

Felina nodded, "I suppose you can say I did. A man offered to help my family restore their plantation, in exchange for my hand in marriage, and I agreed." She looked at the interviewer squarely, "I'm going to decline to give his name since, obviously, things did not work out between us."

Mme. Golivanth looked intensely curious, and a moment of silence passed while she collected her thoughts and swallowed down her questions about that.

"Well," she finally continued, "clearly you left Sinari at some point. Did you come to Mancera directly from Scharnhoff after the...end of your relationship there?"

"No, I traveled for a few years before settling here. I joined up with a troupe of actors and musicians, and made my living with them for a time. When we finally made our way here to Ceranna, I knew this was the place for me, and I stayed."

Mme. Golivanth’s gaze sharpened. "A troupe of actors and musicians? Don't you mean gypsies, Lady Felina?" Her expression was a bit sly as she asked, "It's said that you learned many –techniques – from the gypsies you traveled with. Is that so?"

Felina smiled sweetly, "Yes, to be specific, the troupe I traveled with were gypsies, but they were professionals at their trade, and I did learn much from them. Many in the city have heard me play, and I'll openly admit I learned much of my lute technique from those same people. The style is highly technical and very difficult to pull off, so I am proud to say my skills were bettered because of the people I traveled with during those years." Felina sat forward, "Aside from lute technique, I learned their particular style of dance, and most people who ever frequented the Blue Beer'd have witnessed the style of dance I was taught by the troupe."

Felina looked Mme. Golivanth squarely in the eyes, a hint of challenge tingeing her voice, "I hope I answered your question to satisfaction, madam. If I have not, I'm afraid you'll have to be more specific."

The interviewer looked only a little disappointed in Felina's answer, and smoothly replied, "You must certainly have improved their lives just as much as they helped you."

She then (wisely) changed the subject. "There are those who say you came to the city penniless, and that you nearly starved before finding immense success. Others claim you were able to procure a highly placed patron from the first day of your stay here. So, the question I'd like to ask next is, how did you get started as a musician, here in Ceranna?" She gave a small, wry smile. "And how did you then become an adventurer, if the two happened separately?"

"I think the story of how I got started here in Ceranna is somewhere between those two extremes. I wasn't penniless. I had earned enough money of my own to rent a modest room. I wasn't wealthy by any means. I did eventually begin to take on higher paying jobs, but it took some years to build my reputation before I was offered the better paying ones. I've never had an official noble sponsor, though I had played for many nobles in my later years here in Ceranna." Felina reflected, "As to the adventuring part... it started out as sort of a side job. I signed on with the Blue Star Watchers and took jobs from them when playing and singing wasn't enough to pay the bills. They also offered good rooms to rent at a reasonable price as long I did so many jobs a year for them. It was a good fit for me at the time since the taverns I usually played in were close to the Watchers' guild house."

Felina lifted one shoulder. "Then one day a job came along. I believe I wanted some new shoes and didn't quite have enough to buy the ones I had been eyeing." She laughed at the memory, "So I took a job investigating the murder of a nobleman, not usually my sort of work, but the pay was good. I somehow struck a chord with the group that was formed for the investigation, and we continued to work together since. I like to believe Fate had a hand in keeping us together."

"Ah, yes, Fate," nodded Mme. Golivanth. "Fate would seem to have had a lot of impact in your life and the lives of your companions."

She cocked her head to the side. "Do you find it odd to work with such a varied group of people? A nobleman, a former constable, and a..." she seemed uncertain about what word to use, to describe Pale, "...let's say a former undertaker."

Shaking her head as if to dismiss the problem of word choice, she continued, "Was it difficult to overcome social differences with the others? Were there ever any fights among you? Your public image as a group has been one of unwavering solidarity."

Felina thought over the question for a while, "We didn't always have the solidarity we have today. It was difficult working with them in the beginning. I had been very wary of nobility and it took me a while to really get to trust Cervil, or any of them, really, for that matter. Aric, I think, mistrusted us as much as we probably mistrusted him at first. As for Pale, the priest... I barely had a civil conversation with him for the first few months we knew each other, and yes, we did even come to blows over matters once. We were all so different, I truly believe it was the hand of Fate that kept us together.”

Felina nodded, half to herself. "It took us some time, but something about fighting beside someone tends to bond you to them. We overcame our differences, and I believe it would take the hand of Fate to tear us apart. I trust each of my companions with my life, and I would equally defend each one of them with my own."

Mme. Golivanth looked faintly surprised by the last part of Felina's answer, but didn't comment.

"Would you recommend adventuring, or free lance music, as a career choice for any young person of the city? Many young people do look up to you and your friends; it's said that there are little girls telling their mothers that they want to grow up to be just like Lady Felina..." Her eyes flickered with a hint of dry humor. "The reactions of the mothers vary, naturally, depending on what they have heard about you."

She leaned forward. "What would you say to those little girls? Are they wise to follow in your footsteps?"

"I wouldn't say it is completely wise to follow in my footsteps. It's well known that my life is somewhat dangerous especially compared to most people's lives." Felina smiled sheepishly. "I would not blame any mother for objecting to their daughter's wish to be like me, but I'm not sure if these girls have heard tell of my... less respectable reputation."

Felina’s shoulders straightened. "What I would tell these girls is this though. If music or adventuring is your dream, then you should pursue it, but be prepared to work hard. Neither of these careers is easy. There is a lot of competition in the field of music, so only the best can make their living at music alone. Even I had to supplement my income with other odd jobs. Adventuring, however, is dangerous. If you decide to become an adventurer, be sure you are prepared with good fighting skills and have the support of comrades you trust."

Felina took a deep breath, "But no matter what you decide to do, I want you to remember this. When you become a grown woman, the power of self determination is in your hands. Our foremothers blessed us in that we are not bound to traditional women's roles if we do not wish it. We should remember Mancera's foremothers and hold their wishes for this country in our hearts so that we can become the strong women they wished us to be and to live as they wanted us to live... in strength, freedom, and grace."

Mme. Golivanth sat back, and spoke the command word to stop the pen. “Well, I think that concludes our interview nicely, Lady Felina,” she said. “Thank you very much for your time.”

Monday, February 28, 2011

When to Retcon

It happens, eventually, in any game. Something goes wrong or someone makes a mistake. I'm not talking about total party kill type mistakes, or even "oh, I didn't mean to insult the Queen to her face" type mistakes.

This sort of mistake is the one where players don't understand what the GM said, or the GM screws up and can't salvage the situation in any way.

The question that arises then is, how do you go on? Do you get "takesies backsies" or are you stuck with whatever horrible situation has arisen?

In some cases, the retcon might be necessary because without it, there can be no forward action. Perhaps without a do-over, the entire game would simply end with the players staring at the GM with no options left and no way to retrace their steps in game. Perhaps the do-over is needed because of table issues. Sometimes a do-over is needed because of interruptions that result in no one remembering what happened in that last combat, and they choose to simply fight it out again.

Is it ever acceptable to retcon? Is it ever OK to allow players to take back an action or a conversation? Or is it the Great Forbidden Taboo for a GM to ever say, "No, I'm sorry, let's do another take there"?

Saturday, February 26, 2011

Keltarnay Gnomes


The gnomes of Keltarnay are not quite like the standard Player's Handbook gnomes. They are both more colorful and more dangerous, and many kingdoms bear strong mistrust for the antics and escapades of these lively folk. Gnomes are inventors, engineers, and perfectionists. If a gnome doesn’t come up with an original idea, he will refine it and make it work better. If he doesn’t invent or refine, he will find ways to work the inventions of others into a solution for whatever problem he may think needs solving.

Gnomes are inveterate tinkers, in the sense that they simply do not believe that there is anything they are not meant to know. They hold science as the pinnacle of knowledge, and though they have healthy respect for the power of the gods, they do not let that get in the way of their experiments and theories.

Boccob is a friend to gnomes, for his thirst for knowledge is matched by their endless curiosity. Ehlonna and her followers tend to watch gnomes very narrowly, for many of their favorite “projects” involve large amounts of metals which must be mined. Some gnomes favor the druid’s path, and these unusual individuals try to direct their kin’s efforts in a direction that causes the least damage possible, ecology wise.

Gnomes love explosions, bright colors, and distilled liquors. A few of them have found ways to combine two out of the three, such as Dram Grixby and his very potent liquor known as Grixby’s Green. They also love efficiency, and are always looking for ways to take the drudgery out of life – the better to have more time for experiments!

The main problem (for other races) with gnomes and their endless ingenuity is that they don’t always plan things through as thoroughly as they could – and occasionally they tinker with forces more powerful than they anticipate. Such blunders have caused some of the worst and most infamous “gnomish debacles” which have so alarmed other races and cultures. Among these blunders are such catastrophes as the Great Fire of 256, which claimed the lives of a thousand humans and 14 gnomes, after a prototype “express distillery” exploded and burned down the entire port district of Zara’s capital city.

Gnomes Around the World
In Tarnaclese, gnomes all hail from one place – Gilderhall, an independent city-state currently situated on the shores of the Star Sea in the southeastern regions of the continent. Gilderhall is a fantastic and strange place, being one of only two “mobile settlements” in Tarnaclese. The entire city rests on a massive plate of specially forged metal (the gnomes refuse to specify what sort of metal it is). Even more astounding, the plate sports roughly ten million articulated, crab like legs, and the entire city walks in a seventeen mile long “circuit” which delineates the land claimed by the gnomes. Should enemies attack, the city can erect automatic defenses, and gnomes can man these defenses to make them even more devastating. If the enemy is not dissuaded by large cannons and magically augmented catapults, the city can actually flee.

In Narrudan, gnomes have long been the favored prey of the slave trade; their physical limitations tend to make them easy prey, and in some lands techniques have been developed that essentially “brainwash” the gnomish slaves into accepting their lot without resistance. Those gnomes who are free are very often heavily involved in efforts to rescue or liberate their captive kin. Gnomes in Narrudan are often much less garrulous and much more suspicious of humans and other “big races” due to their generations-long fight to remain free. There are no gnomish strongholds in Narrudan.

In Iskadar, the gnomes enjoy great prestige and hold a sovereignty of their very own, a trade empire of sorts – these gnomes have perfected the art of powered flight. Their air ships ply the sky ways, enabling trade and travel across the vast empires of Iskadar, and their other inventions are just as popular and efficient. Their science has improved the lives of many of the people, and gnomes are usually treated as charmingly eccentric rather than dangerously inventive.

Gnome Crunch (by which I mean the rules, not a breakfast cereal for ogres)
All gnomes receive prestidigitation (twice a day) as a spell like ability (note that this is a change from the standard). They frequently make use of the minor effects of this spell – the most obvious use being their hair color. Gnomes are born with colorful hair, but they tend to magically or physically dye their hair in eye-searing shades or even truly shocking combinations of colors. They favor bright clothes, and don’t always favor practical or tasteful fashion.

Every gnome has a “specialty” or a particular field of interest. They get either one craft or one profession skill, as a class skill, and to that one “specialty” they may add a +2 bonus. Some gnomes take more than one craft or profession, but they are still only specialists in one.