World Book - Ascendant Larp

The World Book of Talvair, Release 1.3
Copyright © 2013 by Crimson Hero Games
All rights reserved.
Credits
Game Content Design: Amy Risdal, Andy Robinson, Andy Schnebelen, Antonio the Lopes,
Brittney Ashby, Cindy Mirabile, Courtney Swanson, Dave Jainarain, Heidi Schnebelen, Jessica
Thomas, Jordan Burch, Josh Rosenthol, Sarah Clark, Scott Thomas, Thomas Hylton, Suzanne
Carney, Zach Bartosik
The Ascendant Staff: The ever-evolving staff of Ascendant, who make the world come to life
Accelerant Core Rules: Robert Ciccolini
Custom Artwork: Jess Tran and Jessica Thomas
Photography: Linda Bassert, Sarah Clark and Thomas Hylton
The Numina Staff: The staff of our sister Accelerant game Numina, for their support in
Ascendant's start-up efforts
Crimson Hero Games: Josh Smith
Poetry by: John Le Gay Brereton (modified for the game world)
Forward
Ascendant is a High Fantasy Post-Apocalyptic Live Action Roleplaying Game (LARP) set in the
world of Talvair at the end of a dark and war-torn age. This game is a fully collaborative labor of
love developed by a team of friends. Our mission is to have fun and create fun for others in the
years to come.
We do not espouse belief in the story elements detailed herein or believe that Dragons, Tuatha, or
the Strongholds of Talvair are real. We hope that these ideas capture your imagination, as they
have ours, and that the fantasy world we have created becomes a compelling adventure for us all
to enjoy together.
Welcome to Ascendant.
-
Your Ascendant Staff
Table of Contents
Rise from the ashes… ........................................................................................................................................................................... 1
World Setting .......................................................................................................................................................................................... 1
The War and Cassian’s Wall ......................................................................................................................................................... 1
The Red Days ...................................................................................................................................................................................... 1
The Strongholds and Dynasties .................................................................................................................................................. 1
The Barrier .......................................................................................................................................................................................... 1
Campaign Setting .............................................................................................................................................................................. 3
Conflict .................................................................................................................................................................................................. 3
Mythic Bloodlines ............................................................................................................................................................................. 3
Races ...................................................................................................................................................................................................... 3
Phantasms ........................................................................................................................................................................................... 4
Rite of Passage ................................................................................................................................................................................... 4
Oaths ...................................................................................................................................................................................................... 4
History and Art .................................................................................................................................................................................. 4
Tesserae................................................................................................................................................................................................ 5
Death ...................................................................................................................................................................................................... 5
Character Creation ................................................................................................................................................................................ 6
Choose a Race.......................................................................................................................................................................................... 6
Age ..................................................................................................................................................................................................... 7
The Adorned ....................................................................................................................................................................................... 7
The Archons ...................................................................................................................................................................................... 11
The Firstborn.................................................................................................................................................................................... 16
Tuatha De Danann .......................................................................................................................................................................... 21
The Undying ...................................................................................................................................................................................... 25
Mythic Bloodlines ................................................................................................................................................................................ 29
Vision Quests .................................................................................................................................................................................... 29
Mythic Bloodlines for Adventurers ......................................................................................................................................... 32
Arachne, the Exquisite Pattern............................................................................................................................................. 32
Evaki, the Living Dream .......................................................................................................................................................... 34
Garuda, the True King .............................................................................................................................................................. 36
Kirin, the Uncompromising ................................................................................................................................................... 37
Kitsune, the Herald of Calamity ........................................................................................................................................... 39
Siren, the Resonant Voice ....................................................................................................................................................... 41
Tengu, who Revels in Chaos .................................................................................................................................................. 44
World Tree, the Weathered ................................................................................................................................................... 46
Other Mythic Bloodlines .............................................................................................................................................................. 48
Chimera, the Crucible ............................................................................................................................................................... 48
Dragon, the Fallen Champion of Talvair ........................................................................................................................... 50
Fenris, Stalker of the Wild ...................................................................................................................................................... 50
Naga, the Hidden One ............................................................................................................................................................... 51
The Dynasties and their Bond ........................................................................................................................................................ 53
Ashay Dynasty.................................................................................................................................................................................. 54
Enotar Dynasty ................................................................................................................................................................................ 55
Lanakova Dynasty .......................................................................................................................................................................... 56
Phaidor Dynasty .............................................................................................................................................................................. 57
Vaedynn Dynasty ............................................................................................................................................................................ 58
The Families ................................................................................................................................................................................. 59
Those without a Dynasty ........................................................................................................................................................ 59
The City-State Strongholds .............................................................................................................................................................. 60
Stronghold Atropos........................................................................................................................................................................ 61
Stronghold De Amand ................................................................................................................................................................... 63
Stronghold Incendium .................................................................................................................................................................. 67
Stronghold of the Mists ................................................................................................................................................................ 71
Stronghold Zakhar.......................................................................................................................................................................... 74
Other Places and People of Interest ........................................................................................................................................ 78
Finishing Touches ............................................................................................................................................................................... 81
Glossary of Terms................................................................................................................................................................................ 82
Pronunciation Key............................................................................................................................................................................... 85
Rise from the ashes…
The Age of Death has passed and the shattered cities lie in desolated ruin. The forces of rage that
troubled the world slumber once more. The Phantasms have come, the Mythics have gone. The
heroes of the final battles can now look around them and from the shattered pieces of the world
of Talvair build a new image, their image.
Welcome to Ascendant, an East Coast LARP where visions are feared and creatures of myth have
faded into seclusion. Here, by the Pool of Shuh Lien, the forces of good have triumphed over the
forces of evil at long last. It is now up to heroes of all backgrounds to survive, prosper and
establish the new destiny for the land.
World Setting
The War and Cassian’s Wall
The campaign takes place on the world of Talvair at the end of an age. War has raged across the
lands for hundreds of years, devastating once lush and prosperous civilizations. The ancient
cities lie in ruin.
During this Great War, Cassian’s Wall was built across the land dividing east from west. In the
west, the armies of the Mythics rose to make their final claim in the name of Creation, while in the
east the masses of the Gilghul writhed.
The Red Days
Many years ago came three dark days when the skies turned red, the earth shook, and the
heavens rained bloody tears. These were the Red Days. This was when they say the tide of the
war shifted, the long stalemate lifted, and the armies of Creation began to reclaim their wasted
lands.
The Strongholds and Dynasties
In the great push eastward shortly following the Red Days, the Great Dynasties took the fight to
the enemy, driving them from their lairs. Each of the greatest Dynasties reclaimed or formed a
Stronghold from which to defend their domain. The Strongholds were given charge of holding
the land and defending the people, leaving the individual families within each Dynasty free to
travel as they saw fit.
The Barrier
In the time of our grandfathers’ fathers, the Barrier, a golden magical dome, rose around the
Strongholds east of Cassian’s Wall. Though ghostly images could be seen faintly through the
Barrier, none could pass through it.
Rumors and myths surround this event. Some claim that the Founders erected the dome to
protect the Strongholds from harm. Some claim the warlords ordered it built in a tactical
maneuver to allow the enemy to work its way west, then the Strongholds were to hit them from
behind. Some claim the Barrier was designed to protect the world from the creatures locked
within, the Salu-Venn. Some claim the dome was a punishment for sins and transgressions. Most
agree that the Barrier was not intended to remain generation after generation, sapping the
resources and life-force of the people trapped within.
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Shortly after the Barrier appeared, the most learned men of the Strongholds gathered by Shuh
Lien, searching for answers. It was then that the dark forces of shadowed apparitions first
appeared. They came on in a wave, slaughtering all in their path and taking control of the lands
around Shuh Lien. The war against the Salu-Venn had begun.
As the years went by, the people of the Strongholds were forced to rely on each other more and
more for trade and for safety. Locked together, the Dynasty leaders put aside old rivalries,
working together to escape the Barrier before they starved. Slowly, resources dwindled. Slowly,
the land began to die.
Within the last year the Barrier has suddenly fallen, though none know why. Dynasty leaders
have sent forth their forces to scavenge food and supplies from the new territories outside. The
forces of the Salu-Venn lie quiet, and strange messengers report that Shuh Lien is accessible once
more. Rumors abound, saying the final generals of the Gilghul outside the Barrier have been
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destroyed or have fled to into deep hiding. The Wardens of the Law tell that the kingdom west of
Cassian’s Wall, known as the Protectorate, still stands. There is much that must be explored.
Maps of the world outside of the Barrier were one of the many things lost in the war, though
some may remain with the leaders of the Dynasties.
Campaign Setting
Now for reasons of their own, the Dynasties have called their people to the military encampment
near the shores of the pool of Shuh Lien where the Great Battle during the Red Days was fought.
This is where our campaign upon Talvair begins.
Conflict
Until a very short time ago, the world of Talvair was built around conflict. For as long as anyone
can remember the world has been at war, with the forces of the Blooded unified against a
common foe, and the forces of the Strongholds united within the Barrier against the Salu-Venn.
While there are many reasons built into the campaign why various Bloodlines, Races, Dynasties,
and Strongholds are at odds, it is important to remember that they are first and foremost allies…
but that even among allies; disputes are oftentimes resolved through violence.
The glorious civilizations of old have been destroyed. Learned men have perished. The people of
Talvair have not had time for the histories, art, and higher learning; all they know is war. In a
world that has never known peace, it is up to the heroes of the campaign to rebuild as they see fit.
Now is the time to ascend into a new age, to rise from the ashes of war.
Mythic Bloodlines
Long ago, twelve creatures of great power called Mythics gave their blood to the races that
inhabit Talvair, that they might survive the war raging across the world between the Mythics and
their enemies the Gilghul, twisted forces of hatred and destruction. It is because of that gift that
people of Talvair who bear Mythic Blood are called “The Blooded”.
While there are many more Mythics than the twelve Mythic Patrons, no others have shown the
same ability or inclination to empower the bloodlines that the Patrons possess.
All heroes of Talvair bear the Bloodline of a Mythic Patron, obtained through a Vision Quest. The
non-Blooded don’t usually have the strength needed to survive outside the walls of the
Strongholds. Those with the most powerful connection to their Patrons are known as Heralds.
Races
Five races exist on Talvair, each with a Dark and a Light aspect form. These races include: the
Firstborn, beings in tune with the crystalline formations and ruins of the First Age; the Adorned,
beings etched with words of power who innately sense raw magical energy; the Tuatha De
Danann, spiritual creatures in tune with all life on Talvair; the Undying, those who live untouched
by the passage of time; and the Archons, who sense the currents and pathways that lie between
all things.
Races can all change their countenance between a Manifested and Unmanifested form. The races
are easily distinguishable in both forms, but a person who exhibits full racial manifestation tends
to be more powerful.
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Phantasms
Many years ago the spirits of the Phantasms came with the wind during the Red Days. Almost
every person on Talvair became immediately bonded to a Phantasm spirit. The Phantasms
carried with them vague memories of a glorious civilization of beautiful mosaics and stained
glass, a land shining with color and beauty. It is surmised that in one swift and horrific moment,
the Phantasm civilization shattered. The Phantasm spirits do not know how they arrived on
Talvair, but have found that by bonding with the people of the world they can live once more.
Far from resenting the invasion, the people of Talvair found a curious peacefulness in the
relationship, and the joining helped to tip the scales in the battles following the Red Days.
Unbonded Phantasms are common sights, but unless one is attuned to speak with that Phantasm,
these spirits do not seem to pay much attention to the world around them.
The bond with a Phantasm occurs around the eighteenth year of life, and anyone who has not
bonded by age nineteen or who loses their Phantasm after bonding begins to go mad. If that
madness goes too long, the person will eventually join the Tormented and become Outcast.
A Phantasm may enhance a slightly different aspect of the bonded person’s disposition, such as
making a character more feral or more reserved, but is not a separate person. By covering or
uncovering their face, people on Talvair choose when to allow their Phantasm to “come forward,”
known as a person’s Phantasmal Form, and when it must “go behind,” known as a person’s
Temporal Form. Sages theorize that the act of covering your face subsumes your temporal spirit
to the point that your weaker Phantasmal spirit can come forward.
Rite of Passage
During the eighteenth year of a person’s life, a time that is called Coming of Age, most people on
Talvair undergo a Rite of Passage. This Rite differs by Dynasty, but usually involves various oaths
and results in a Phantasm bond. The Rite of Passage can occur before or after a person’s Vision
Quest. For those who do not acknowledge their Dynasty or for those too distant from their
Dynasty’s Elders during their coming of age, the process of bonding with a Phantasm can be
traumatic.
Oaths
Culturally, oaths are very important to the people of Talvair. Every Dynasty that fought in the
Great War took the Oath, through sacred ceremony, to stand in perpetual opposition to the forces
of the Gilghul. This Oath is the great uniting force in an otherwise diverse group of people,
traditions, cultures, and beliefs.
Traditionally, an oath is bound by the blood of the person making the oath or by another form of
sacrifice, coupled with the words of the oath and a physical representation of that oath such as a
scroll or a sword or a Dynasty heirloom upon which the blood is spilt.
History and Art
Written history is extremely rare because of the vast knowledge that, until recently, was
accessible by any of the Undying through their Stygian Vaults. Ancient texts from before the war
are assumed lost. The constant fighting eliminated the training required for development of true
historians, and the keeping of records became a low priority in the struggle to survive.
While the War also affected the abundance of art on Talvair, the most common written records
are in the form of symbols or patterns. Light, shapes, imagery, and color are things of great
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magical power on Talvair and as such are
recorded and preserved with care, as any
weapon of war would be. The greatest
examples of such warlike art are the
Mosaics of Victory and Remembrance
located in each of the Strongholds.
Tesserae
Currency in the world of Talvair comes in
the form of small mosaic pieces known as
Tesserae. These pieces are thought to be
shards of a great magical structure
shattered long before the war. Because
Tesserae are so unique and so valuable,
they have been used to simplify trade.
It is a mark of the extremely wealthy to
use Tesserae as mosaic décor in their
homes. A new style called Tessera Art
has come into vogue in the Stronghold of
Atropos. Some consider the artists
involved in this frivolous waste of
resources to be reprehensible leeches
upon society.
Tesserae can be mined from ancient
ruins, so ruins are highly prized and
guarded when found. Tesserae can also
suddenly appear in places of strong
magical energy, as if drawn to the place
by some arcane means. Some arcane
rituals even require Tesserae to be
shaped into specific patterns, converting
the mosaic form into raw ritual magic.
Death
The War after the War
Yonder, with eyes that tears, not distance, dim,
With ears the wide world’s thickness cannot daunt,
We see tumultuous miseries that haunt
The night’s dead watches, hear the battle hymn
Of ruin shrieking through the music grim
Where the red spectre straddles, long and gaunt,
Spitting across the seas his hideous taunt
At those who nurse at home the unwounded limb.
What shall we say, who, drawing indolent breath,
Mark the quick pant of those who, full of hate,
Drive home the steel or loose a shrieking leer,
Heroes or Culls, who smite the grin of death
And laugh or curse beneath the blows of fate,
Swept madly to the thudding heart of fear?
O peace, be still! Let no drear whirlwind sweep
Our souls about the vault, that groans or yells
In travail of the brood of Fear, and swells
Stupendous with new monsters of the deep.
This is no day to wring the hands and weep,
No hour for hopeless tolling and clash of bells.
Faith is no faith if Mythic Bloodline quells
One hope or drugs it to uneasy sleep.
What you have shed man’s blood for, fight for still
In world-shattering conflict, join hand with hand;
Hate fear and hatred and the seed thereof,
And, since you have struck for Freedom, do her will
And smash the barriers parting land from land,
Unfaltering armies of immortal love.
Meister Brereton
Caretaker, Seventh Vault of the Eternal Consortium
Before the Phantasms came, people died in the War with ease and frequency. Now, with the
absence of the Gilghul Warhost, it is only old age and disease that can cause the Blooded to
remain on the Path of Doors, and madness is far more often a fate to be feared. A Blooded
person’s Phantasm, however, can be slain. For the non-Blooded, the world is a much more
dangerous place as warfare continues to be as deadly for them as ever.
Beware the Path of Doors. This pathway is exceptionally dangerous to our Phantasms. Some say
that the Path is a world the Phantasms fled from, a shattered realm. Some say it lies among the
stars, waiting to devour Talvair. What is known is that when upon the Path, you must guard your
Phantasm fiercely.
It is from the Path of Doors that our dead return to us, and so the dead are said to be "Walking the
Path", or simply "Walking".
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Character Creation
Guidelines
1.
2.
3.
4.
5.
6.
Create a Character Concept
Choose a Race
Choose a Mythic Bloodline
Choose a Dynasty
Choose an allegiance to a Stronghold (optional)
Choose your Class and Skills for your Temporal Form (these are in the Ascendant
Rulebook, not in this Worldbook)
7. Choose Phantasm Skills (these are in the Ascendant Rulebook, not in this Worldbook)
8. Complete your history and add finishing touches
Create a Character Concept
What type of character are you? (warrior,
magician, rogue, etc...) Are you inspired by a
particular Race, Dynasty, Stronghold, or
Mythic Bloodline? What would be a
complementary Phantasm?
Choose a Race
Every race has a Light and Dark Aspect and
a Manifested and Unmanifested form.
Throughout the game, players may choose
whether the magic inherent in their race
has come to the forefront, giving them a
Manifested appearance. While in
Manifested form, the racial abilities of the
character will increase. No staff
involvement is needed for a player to
choose to Manifest or Unmanifest their
racial form. This is described in more detail
in the racial descriptions.
A person’s race is genetic, and a child's race
is usually determined by the race of the
parents. If the parents are of one race, then
the child is almost always that race as well.
If the parents are of two different races,
then the child has a roughly even chance of
being of one or the other race. However,
there are many cases in which a child is
born of a different race from either parent
due to a person of another race present in
their ancestry. For example, if your parents
are Tuatha but your great-grandfather was
FAQ: What is the purpose of Manifested and
Unmanifested versions of each race?
In an attempt to create an immersive fantasy world,
Ascendant encourages players to place emphasis on
how “in game” their character looks. Sometimes this
involves intricate costuming and sometimes it
involves a high level of makeup. As a “thank you” to
the players who decide to take extra time on their
makeup, Ascendant has some special abilities that
are granted to characters that are currently fully
manifesting the magic of their race (as represented
by makeup).
Ascendant also understands that there are some
players whose fun at the game will be negatively
affected by extensive makeup requirements.
Ascendant wants to offer those players equal
opportunity to participate in the varied cultures
that lurk within each race. For this reason, a lower
level of makeup is offered. Ascendant also wants
players to be able to get quickly into character if
they need to leap into action, but have not yet had
time to apply full makeup.
As an intermediate solution, if a player dislikes
wearing high levels of makeup but knows that a
large battle is coming up and they would like the
statistical benefits of fully manifesting the magic of
their race, that player may choose to wear high
levels of makeup for a short time, and then resume
low makeup game play.
Whatever your makeup preference, Ascendant
welcomes you to the races of Talvair.
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Firstborn, you could end up as the Firstborn child of Tuatha parents. There are no half-races; you
end up as one race or another.
There is no known way to change race in Talvair, though anything is theoretically possible in this
land of magic and mystery. Much has been lost.
In rare cases, a child is born Pure and, regardless of circumstances, is sent
to the School of One Mind for training as one of the Pureblood Wardens of
the Law. These enforcers are to be obeyed and are not playable as a
starting character. Wardens are represented by this triskelion emblem and
bear unique racial markings unavailable to player characters.
Age
A character’s age will be affected by his or her race. A character may not start younger than 18
years of age and may not be older than 50 years. The exception to this is members of the Undying
race, who must be older than 50 years but who do not remember more than the most recent 50
years due to the nature of their racial memories.
The Adorned
The Path of Ekahau
Legends of the Adorned, who sometimes call themselves the Amun Aseculae, say that long ago, in
the age before the Great War stripped the world of the knowledge of old, when the speech of man
first became the written word, the Founders knew words were power. Great care was taken with
each new manuscript that the words stored in the Crèche of Discovery would only be truth. New
ways of encrypted writing were developed that dangerous truths might be safeguarded without
becoming lost. Soon the words took form and the form took substance and the substance came to
affect the world in what we know today as High Magic. As such the Founders, Adorned men and
women who discovered and harnessed the first mystery, were said to be the first High Magic
users among the people of Talvair.
As each mystery led to the next, they were captured upon pillars of stone so that any Adorned to
come after the Foundation could walk the Path of Ekahau, uncovering the meaning of each of the
words of power and creating new sigils within themselves.
Few give the legends much thought, for the Crèche and the Path, if it ever existed, are some of the
many things the War has stolen from the people of Talvair. The Founders have been swept away
in the mists of time and very few have placed value on storing the written word in these days of
destruction. The Elders are thought to have recorded the sigils of power that were most critical
to the war effort. These weapons are carefully preserved, but
only the strongest of the Adorned leaders know where they
The measure of a man is
are today.
Racial Description
what he does with power.
Some mysteries of the world can only be touched by the servants of mystery, the Amun Aseculae,
called The Adorned by most of the people on Talvair. The Adorned are a race who are so in tune
with words of mystery and power that this force literally boils up from within in the form of sigils
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etched in the skin. For those who
commune with the world’s Inner Mysteries
it is both a gift and a curse, for the truths
they find aren’t always the ones they were
hoping for.
Warriors of the Adorned are known to
attune themselves to their sword or bow,
with the most powerful attunements
showing as stylized images of the weapon
on the warrior’s skin. Some are even said
to whisper dark intention to their blades,
urging the weapon to lust for blood in
battle.
In contrast, practitioners of the arcane arts
tend to display their affinities in complex
patterns that appear as sigils of power
upon their skin.
Disillusion
When fires have burnt your forest bare and black,
And you are parched and dizzy, and search in vain
For pools in dust unvisited of rain,
And shamble, lost, along a shimmering track,
This is the comfort of the world: “Alack!
So youth’s illusions die, that we may gain
Wisdom and strength to face our lifelong pain,
The truth, from which no man shall turn him back.
Falter for no such melancholy lies,
For by one holy touch the spirit is healed
To know its treasure of sight and sound and scent;
Veil after veil the firstborn fogs arise,
Star beyond star the heavens are then revealed,
And in truth is fair in love’s enlightenment.
It is a characteristic of the race to forever strive to be either in harmony with or in control of the
mysteries that are found. The draw of this power is intoxicating and not to be ignored.
While Adorned of both Light and Dark aspects will work together to search out new Mysteries,
they rarely agree with what to do with the truth once discovered.
Adeptus Gnostica, Order of the Transcendent
The Order of the Transcendent, Adorned of the Light Aspect, are those who are gifted with the
ability to place sigils upon the living. They tend to seek to attune themselves to the world around
them and bless others with the truths that are discovered. This order calls itself Adeptus
Gnostica.
Adorned Leaders of the Order of the Transcendent contributed significantly in the Great War by
empowering soldiers with sigils upon their skin, providing a crucial edge in the battle. Warriors
became stronger and more resilient. Casters gained increased potency in their arcane arts. The
wounded became well and returned to the fight. Many of these leaders became targets and were
lost in the early days of the war along with their great knowledge.
Because these sigils lose their potency when they wear off the subject, a great emphasis is placed
on improving inks. Solutions such as woad or henna that will last a great length of time are
preferred.
It is said by many of the Transcendent that the highest and purest understanding of a person’s
nature, their true intent, is to transcend the limitations of form. Many Transcendents seek this as
an ultimate goal or even a capstone piece of their legacy. Few know what really happens to those
who transcend form itself through sheer force of will. It has been rumored that the study of
becoming without form is not the true cause of the transformation, but instead the insatiable
hunger for knowledge and study that leaves little time for the physical world.
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Adeptus Aureus, Order of the Artificer
The Order of the Artificer, Adorned of Dark Aspect, are those who are gifted with the ability to
place sigils upon the non-living structures around them. They tend to seek to consume and
control the power of the world as new Mysteries are discovered and bent to their will. This order
calls itself Adeptus Aureus.
The most dramatic legends tell of Artificers with great skill and power who could place a sigil
upon an object and gift it with limited sentience to do the will of the enchanter. A gargoyle statue
could keep watch for its master; a table could crouch lower to make its master more comfortable;
a gate could open only when its master willed access. The conspiracy theories resulting from
these stories of awesome power are endless, and Adorned of both Orders have been known to
take advantage of gullible believers. The Artificers are sometimes believed to be selfish and
greedy and bound on domination of things though only they can truly allow a simple inanimate
object to fully express its purpose through action.
Artificers tend to have a darker reputation as compared to their Transcendent brethren since
Artificer sigils must be scribed in blood to work. For this reason, many Artificers carry vials of
animal blood upon their person.
Cassian’s Sacrifice
In the time of the Great War there were many
soldiers stationed on or near the wall that split
Talvair, since if it were to fall there would be
no place left on Talvair that the creatures of
the Gilghul could not reach. The Touched of the
Gilghul knew this, and were determined that
the wall would not stand. They orchestrated a
great assault on the wall, and for twenty days
and nights their troops fought the defenders of
the wall and their mages and siege weaponry
battered the wall itself.
Finally the General of the Blooded forces knew
they could take no more. He met with his
strategists and devised a plan in which they
would retreat from the wall, allow the Touched
and their armies to breach it, and then set an
ambush for the forces before they could
advance into the protected west.
One of his strategists, an Artificer named
Cassian, had seen the armies of the Touched
ravage his homeland and knew that this would
be disastrous, for the Blooded would never be
able to contain the madness that was an army
of Gilghul creatures. He argued vehemently against the plan, but was overruled due to one
inescapable truth - the wall simply would not withstand another day of bombardment.
9
Cassian gathered other Artificers and explained the predicament to them, told them his plan, and
humbly begged for their help. That night, the Artificers spread themselves along the wall as far as
they could travel and they began to mark the wall itself, channeling their nature and intent into
the very stones and causing the wall to hold stronger than any force known to the world. Sensing
the disturbance, the Touched rallied their armies and pressed their attack on the gate, where
Cassian had stationed himself. As the full force of their magic bore down upon him in that one
place, Cassian poured more and more of his intent and force of nature into his marks, until the
wall was made so strong that the evil souls of the armies of the Touched were physically repelled
by it.
In disarray, the enemy fled and made no more attacks on the wall. The Blooded forces rejoiced
and sought Cassian to praise him, but he was no more - only his robes remained crumpled by the
gate, for he had put all that he was into the marks that saved the wall. Even to this day that gate
animates itself, opening for friends and closing to those who might harm Cassian’s protected
domain.
Kyana the Builder
In spite of a generally benevolent reputation, tales do exist of Adeptus Gnostica who have lost
their way. To caution them against overreaching, Apprentice Transcendents are often told the
story of Kyana the Builder, who was said to have been one of the most powerful Adorned
involved in the maintenance of Cassian’s Wall after it was marked by his sacrifice.
Though she was a Transcendent and therefore could not affect the Wall itself, Kyana knew the
importance of the endeavor and so she spent her days creating sigils to protect the workers and
make them stronger, and her nights searching for ways that she could help even more. It was on
the Wall that she met an Undying woman named Hian, and they became close friends. Hian told
Kyana many stories of her travels, but she did not know and so could not tell the story Kyana
longed to hear: that of how Hian became Undying.
Kyana’s fascination grew into obsession, and she resolved that she would find the answers that
her friend did not have. During the day she continued to help the craftsmen who maintained the
Wall, but at night she began to seek the knowledge of how a dead thing could become alive.
Finally, when she thought that she had found the beginning of the truth, she crafted a depraved
experiment to test her theory.
Kyana trapped a wild dog, sedated it and bound pieces of dead flesh to it. On each of these dead
pieces she placed a sigil that she believed would cause them to unite with the life force of the dog
and become part of it. She waited anxiously for the change, and when a weak golden glow began
to envelop the dog and the dead flesh, she became so excited that she opened the door to the cage
so that she could better see what was happening. As the golden glow spread, the dead flesh began
to grow until it completely enveloped the body of the dog. It did not live, though. It remained
putrid and even began to give off a noxious yellow gas.
Disgusted by her failure, Kyana moved to close the cage but the creature within suddenly awoke
and charged at her. The rotting flesh that dripped from it burned her skin like acid, and she
screamed out a warning to the workers on the Wall. The creature shambled towards the nearby
forest, but collapsed and dissolved into a pile of yellow slime before it even reached the treeline.
10
Though some of the best Theurgists that could be found tried to heal her, Kyana’s wounds would
not close. She died slowly and in great pain, yet maintained until the end that she was certain she
knew what she had done wrong, if someone would only trap another dog for her to prove it.
Makeup Requirements
Makeup examples and artistic character inspiration can be
found on the Ascendant forums.
Unmanifested, Light Aspect
The Mysteries within an Adorned of Light Aspect manifest
themselves as tribal tattoos, usually in browns or henna
coloring, though any color may be used. The
Unmanifested form consists of a single clearly visible
facial tattoo.
Unmanifested, Dark Aspect
The Mysteries within an Adorned of Dark Aspect are
forced into angular runic markings, usually in blacks,
grays or bold colors, though any color may be used. The
Unmanifested form consists of a single clearly visible
facial rune.
Manifested, Both Light and Dark Aspects
The Manifested form of the Adorned consists of the markings expanding to cover at least half the
face and markings usually continue across the body. These markings can change from day to day
as the Mysteries are processed within the body of the Adorned One.
Optional Makeup
As long as you meet the basic requirements and you do not duplicate makeup requirements from
another race, you may go crazy on what else you want to do: add exotic hair, colored eyes,
piercings, or other forms of body art. You may also incorporate any runes or tattoos you find in
game documents such as this rulebook or during the course of gameplay.
The Archons
Sylphor and Etirawynn, a tale for Archon children - from "Tales of Talvair" by Rumpert
Hornswoggle
A note from the author: There are two versions of this tale - one told by Celestials and a very
different one told by Abyssals. I have merged the two into a single story, and I leave it to you, dear
reader, to guess at how the two sides of this fascinating race differ in their telling of it.
It is said that many years before the Great War even began, there was a beautiful Celestial named
Etirawynn. The light of the stars shone through her skin, and her very presence lifted the spirits
of all who came near her. She was sought by many people - rulers who desired her counsel,
11
common people who desired her blessing, and men who desired her companionship - but none
were as determined as the great Abyssal Warlord Sylphor. He was a powerful man who knew the
secrets of the paths between worlds through the darkness surrounding the stars. He was so
infused with this power that the darkness crept down from the sky into his eyes, his skin, and his
heart. Etirawynn refused him many times, for she walked the paths of light between worlds and
knew that she could not be with such a man.
Angered by her refusals, Sylphor sent his most loyal soldiers to capture Etirawynn and bring her
to him. Etirawynn's people, who loved her, stood against the soldiers and tried to protect her, but
the soldiers cut them down. Etirawynn could not bear that people would die on her account, so
she cried out to the soldiers to stop; that she would come peacefully with them. She did as she
promised, and was brought to Sylphor, who rejoiced in his victory. Etirawynn looked upon him
with sadness, saying "You believe you have won me, but I will never belong to you. I am Celestial;
I am as free as the starlight."
Sylphor was enraged by her defiance, and took her to the roof of his home where he prepared to
walk the dark paths to a world no one else knew of, where Etirawynn would be his forever. His
strength was such that Etirawynn could not resist, and he pulled her onto the dark path behind
him. As soon as she entered the dark space between the stars, her form became as mist and she
slipped from Sylphor's hands. As she faded and he cried out with the pain of loss, she spoke once
more to him: "Foolish man, did you not know that the Light cannot walk the paths of the Dark? I
told you I could not be yours." With these words, she crumbled as a dry leaf and was lost to him
forever.
Etirawynn's death enraged both Celestials, who saw it as a foul murder, and Abyssals, who
thought it was some trickery wrought upon their most exalted Warlord. They warred for many
generations, until finally the Great War served to unite them against the Gilghul. Even today, even
though the ways between worlds are lost to the Dark and the Light alike, there are so many old
wounds from those times that there may never be true peace amongst the Archons.
Racial Description
Archons of Dark and Light
Aspects are known as
Abyssals and Celestials.
These two groups are so
different in their core outlook
on the world that Celestials
usually can’t abide the
company of Abyssals for long.
This goes both ways as the
Abyssal Archons tend to have
no use for the weakness they
perceive in their lighter
cousins.
While the Celestial and Abyssal Archons are often at odds with each other, opposing the Gilghul is
one thing upon which both always agreed. The Archons have been at the forefront of every major
battle of the War for Talvair, tireless in their devotion to the conflict.
12
It is said that there were once no Archons on Talvair. Legends tell that Archons were heralds and
harbingers of danger, and that when they first joined the Great War they provided hidden
pathways and key insights that tipped the balance of many a battle. Although whatever paths
they walked then are long lost, Archons still have a certain level of attunement to pathways and
traveling - it is not unusual for an Archon to find a hidden door missed by the most diligent thief,
or a trail missed by the most observant scout. Because of the many stories that portray Archons
as harbingers of danger, in some regions the superstitious see the arrival of a strange Archon as a
sign of dangers to come. These folk have been known to beg the traveling Archon for details of the
coming danger or advice on how to avoid it. Most Archons who travel such areas regularly have
devised a number of harmless, simple rituals that they can "share" with the superstitious to set
their minds at ease, as it is far easier to tell a comforting lie than to undo centuries of folk belief.
Celestials
Archons of the Light Aspect look to the sky and, seeing the brilliance of the night’s stars, ache to
reach out to visit the beautiful places of the vast universe. They see the potential of each
destination and yearn to be able to travel to each and every place.
Celestial Archons tend towards selflessness. Most believe that while the War has been savage, the
time has finally come for rebuilding. Some say that what the world most needs now is honesty,
mercy, justice, and love. Without these, conflict will only return. Celestials believe that others can
best realize their potential if given support for their own efforts, and have been known to go to
great lengths to help people that are considered lost causes by most.
Abyssals
Archons of the Dark Aspect
look to the sky and, seeing
the depth of the vastness
above, ache for the adventure
of the journey through the
vast universe. They see the
excitement of the journey
and care little about the
destination.
Abyssal Archons are out for
survival, though not
necessarily their own
personal survival. They
believe that though the Great War may be over, the world is shattered and dangerous. Abyssals
believe that strength is a crucial virtue in these times, and that their definition of merciless
"strength" is what will allow the people of Talvair to rebuild and thrive. This is not to say that the
Abyssals are insensitive or cruel; in fact they are staunch defenders of the people of Talvair. If
they perceive weakness in others, they will seek to shore up the deficiency with strength, training
and discipline.
13
Astoril and Eldorin, a Child’s Tale
While traveling through the streets of Incendium, the noted Celestial explorer Astoril felt a
familiar tug on his belt pouch. With surprising alacrity, he reached down and grabbed hold of the
young urchin who had been attempting to become slightly more wealthy.
"Lad, you look healthy if a bit disheveled. You are clearly not malnourished. For what reason
would you seek to swindle another in such a way?" Astoril asked while still holding the boy firm.
"Why should I work for it when I can find people like you with more than enough to go around?
I'm sure it wouldn't hurt you overly much to lose a little here or there," the boy grunted while
struggling to be free. "Call the magistrate if you like. It wouldn't be the first time. He'll just scold
me and toss me back onto the street like the other orphans."
Astoril looked down at the boy and smiled. "If this isn't your first time, I'm sure the magistrate
has been growing tired of you. Perhaps this is when he'll decide to make an example so as to not
have to deal with you again." The boy stopped squirming, eyes widening. "Hold out your hand
and I'll gladly share that which is most valuable to me." He released the boy who held out his
hand tentatively, ready to bolt for an alley at any moment. Astoril opened his pouch and poured
out some of the contents; a few minor tessarae, some shells, a geode, and a button.
"What is this junk?" the boy asked, slightly annoyed, thinking that even if he had succeeded he
would not be sitting in the riches he imagined.
"The tesserae are for travel, either through gates or sometimes to pay for wagons. These shells
came from the edge of a vast lake I saw untouched by battle. I took them to remember what is at
stake. This here rock caught the light of the moon just right when I first found it."
"And the button?"
Astoril picked the button out of the boys hand and placed it delicately in a different pouch. "That's
something for another time. If you'd like, you could help me in my travels and perhaps I will tell
you about it later. I can promise that we will have food, but not much else. We may or may not
have shelter, and we may find ourselves in unpleasant company, but I will protect you as best as I
can."
The boy pocketed the trinkets he was given and smiled, holding out his hand. "Eldorin."
Astoril held to his promise, taking the boy all over Talvair, pointing out the patterns in the night
sky. He learned how Eldorin lost his parents in the war and first turned to stealing to survive, and
then kept up with it because he was good at it. With no one to steal from save Astoril, the boy
simply stopped and focused on absorbing all the knowledge shared with him. He was fascinated
by the gates that could open on their own, and as time went on, he was just as fascinated with
finding a new kind of flower not trampled by soldiers or a first meeting with the mighty or the
humble. Every time that Eldorin would stray into one of his old habits, Astoril was there to guide
him back gently, showing him better ways to behave, yet never belittling the boy.
After many years, Astoril lay in what he knew to be his last bed, Eldorin by his side as always.
"Astoril, through all this time, you have shown me a world of wonder that I never imagined. I am
the person I am today because of you. Everything you taught me filled a void I never knew
14
existed, yet opened me to more questions, yet none have ever surpassed the first true mystery
you presented to me. Please, won’t you at last tell me why the button above all your other items
was most important to you?”
Astoril smiled weakly and with a shaking hand retrieved the button from a pocket and placed it
again in Eldorin’s hand, as he had a lifetime ago. “The button, my boy, was an ordinary button
until you asked about it. Then it became the way to open you to the world and help you see its
glory, and not just its pain as you had been on the street. Perhaps this ordinary button will be
what you use to unlock the mind of another one day yourself.”
And with that, the noted Celestial explorer Astoril passed from this world.
Makeup Requirements
Makeup examples and artistic
character inspiration can be found on
the Ascendant forums.
Unmanifested, Light Aspect
One or both eyes colored in blue in an
upswept formation around the eye.
Unmanifested, Dark Aspect
One or both eyes colored in red in an
upside down teardrop formation.
Manifested, Light Aspect
Both eyes colored in blue in an
upswept formation around the eye
then outlined in silver with a silver
metallic tint coming in from the
hairline or in patterns across the face,
with matching colored lips.
Manifested, Dark Aspect
The Astral Guard
From the mists of the northern mountains come the
Ranks of the Astral Guard, stern faced elite Abyssal
warriors bent upon the destruction of their foes. Of
a single mind they made war and, though they faced
overwhelming odds time and time again, not one
turned from his path. Not one warrior fled. To be of
the Abyssal elite is to revel in situations where
others would know only fear.
The discipline of the Astral Guard is maintained
through absolute intolerance of failure. Should but a
single man disappoint the High Commander, his
legion will suffer decimation. Each man in the legion
will count off. Lots will be cast, selecting a number
from one to ten. The unfortunates bearing the
chosen number will immediately suffer death by
stoning at the hand of his fellows, the lucky nine.
So great were the capabilities of these warriors, that
even the Celestials would give thanks when the
Astral Guard took the field.
Both eyes colored in red in an upside
down teardrop formation then
outlined in black with a gold metallic
tint coming in from the hairline or in
patterns across the face, with matching colored lips.
From the letters of Sage Segund Xio Los
Stronghold De Amand
Optional Makeup
As long as you meet the basic requirements and you do not duplicate makeup requirements from
another race, you may go crazy on what else you want to do: add horns, add claws, colored eyes,
colored hair, etc.
15
The Firstborn
There are many stories among the Firstborn of how our
race came to be, but the one told to most of our children is
this:
Eons ago, the world drifted dark, cold, and alone. She
was at peace with this for untold centuries, but
eventually the darkness became frightening, the cold
became numbing, and the aloneness turned to
loneliness. She looked within herself and found the
beauty of the crystals that grew in her caverns and the
strength of the rocks that supported the crystals. From
those two things she made our people - the Light of
crystal, beautiful and wise, and the Dark of stone, strong
and courageous. “You are my children,” she said to them,
“and you will light the darkness for me, and bring
warmth when it is cold, and I shall never be alone.” And
so we did, for a very long time, and we were at peace
with the world and among ourselves.
As a Firstborn child grows older, he or she learns more of
the sad story of our people - of the things we have lost
forever, and of those we still hope to regain.
In the time before the War, it is said that our ancestors lived in immense cities of crystal below
the surface of the world. The crystals, named favillae, were not dead things, but vibrant and full of
life – sometimes kind and loving, sometimes cold and deadly, but always beautiful and always a
part of us. Our hearts beat within our chests as they do now, but we also felt the heartbeat of the
world in the favillae. As the world thrived, so did the crystals. Some believed the world depended
on the crystals; some thought the crystals depended on the world. In the end it did not matter,
for we could not save either one.
When the War raged across our world, the Firstborn fought fiercely. Those of the Dark Aspect
were some of the strongest warriors, and those of the Light the most deadly tacticians. Every
Firstborn would fight to his or her last breath, for more than anyone else we knew what was at
stake. The first of our cities to fall was called Arethia. It was a strong city, well-guarded and
hidden deep within the earth. We do not know how the enemy found it, or how they were able to
circumvent the defenses. All we know is that suddenly they were inside, everywhere, and they
quietly slaughtered the children and the elders before any of the warriors could be alerted to
their presence. Once the alarm was raised, the warriors fought bravely and destroyed many of the
enemy, but they were disheartened and shamed by their failure to protect their home, and one by
one they fell. As the enemy took control of the city they destroyed each and every favilla.
As the favillae fell, every Firstborn on Talvair felt the pain of the loss and knew what was
happening. Help was sent, but it was far too late. From the fall of Arethia the enemy learned how
badly the loss of the favillae could hurt us. They began to target our homes with overwhelming
forces, and defending them all was impossible. City after city fell, and with each loss our army was
weakened, both in number and in spirit. Finally there was only one place of refuge left to us - the
city of Raikelu. Every Firstborn soldier left alive came to Raikelu. Battle plans were drawn up,
patrols walked the walls and the streets of the city day and night, and even the children were
16
armed. Time passed, and no attack came. The War began to go badly, and many pleas for help
came to us, but our Council decided we must protect our last city above all else. As the War
marched on and no attack came, our people began to doubt. Perhaps the enemy did not know
Raikelu existed? It was well hidden, deep in the Bones of Kailash, perhaps they could not find it?
With no danger apparent, how could we let our friends and allies fight for the existence of our
world without us?
One legion of soldiers was dispatched, so that the Firstborn would be a visible presence in the
War again. This, the Council reasoned, would trick the enemy into attacking Raikelu if they had
been waiting for the defenders to leave. Still no attack came, not even a hint of a whisper of
enemy troops. Slowly, more and more soldiers were sent back to the War, and once again our
strength bolstered the armies of Talvair. Then it came to pass that there was a great battle at the
edges of the Neverwood. It was long and bloody, but our forces were nearing victory when
suddenly a great wave of agony swept through the Firstborn. Those of the Light fell to the ground,
mute and paralyzed by the despair that overwhelmed them. Those of the Dark screamed and
writhed as though their flesh was burning, and we knew that Raikelu had fallen. Our allies,
frightened by our strange behavior, made a last desperate push and drove back the enemy. When
some Firstborn were able to recover enough to travel, they went to Raikelu in hopes of finding
survivors and explanations. They found neither - there were many bodies but no survivors, and
the wreckage that had been Raikelu told no tales. Some whisper even now that there were
survivors - perhaps they hid deeper in the mountain, or perhaps they were captured by the
enemy - and they have knowledge that could save us. This is likely nothing more than a foolish
dream.
From that day we have not been whole, and we suffer constantly. Those of the Light, now called
Bonded, hold the crystals in their bodies in reverence as the last tie that our race has to our lost
ancestral homes but are plagued always with a profound sense of loss they call the Wretchedness
- a sorrow that eventually drives them mad. Those of the Dark, called Unburdened, feel this loss
physically and claim that the pain (which they name the Rot) is eased by cutting the crystals from
their flesh. They maintain that the crystals without the tie to the favillae are poison to our bodies,
and they cut them from their children in a ceremony called Incision. Nevertheless, the
Unburdened waste slowly away into death just as the minds of the Bonded slip away, and our
race slowly dies.
-
Excerpts from “A History of the Firstborn” by Ferina Daethar, Third Magister of the Ninth House
Racial Description
The Firstborn are a people of ancient heritage whose power comes from Talvair itself. Once
bonded to the caves of living crystal that were their homes, the Firstborn lived within the very
heart of the world. With the Great War came great tragedy for this powerful and beautiful race.
The crystal cities were brutally destroyed, and as the life of their home died so too did a piece of
the Firstborn.
Though the Firstborn consider themselves orphans of the civilization that once was, they have
shown a profound resilience, integrating into the cities and cultures of Talvair with a strong
passion for restoration and revenge. A curse of sorts, known by the Bonded as "the
Wretchedness" and by the Unburdened as "the Rot", has taken hold within the Firstborn. There is
debate among scholars as to the nature and origin of the curse, but almost all Firstborn believe it
is related to the destruction of their crystal cities. Whatever its cause, this curse has been slowly
killing the Firstborn and if a cure is not found, the race will cease to be.
17
The Bonded
Firstborn of the Light Aspect are known as Bonded. They are said to have been formed from the
crystal of Talvair, and to see one is to believe this. Their faces and bodies are delicate and
beautiful, adorned with crystals and gems - not mere decorations; these actually grow from the
skin of the Bonded and are part of their bodies. The Bonded treasure these crystals as their only
remaining link to their crystal cities. The Bonded tend to hold themselves aloof from their
companions, present and yet curiously distant as if a part of them was occupied elsewhere.
Although there are of course exceptions, the Bonded tend to be tacticians rather than soldiers,
mages rather than warriors, and artisans rather than laborers.
The Bonded also seem to see things differently from other races. They are usually creative and
quirky, but not in ways that are immediately obvious to an observer. Their unusual perspectives
make them valuable advisors, but they can sometimes become overwhelmed by sensory stimuli
and so often prefer the role of a private advisor to that of an active member of a court. This
propensity can also be problematic when Bonded interact with the vibrant Tuatha, with reactions
that differ drastically among individuals and can lead to some very interesting stories.
Since the last of the crystal cities fell, the Bonded have devoted themselves to the recovery and
restoration of their ancient homes. They believe that this is the path to a cure for the
Wretchedness. It is this reunion with Talvair that each Bonded yearns for.
The Unburdened
Firstborn of the Dark are known as
Unburdened. They are said to have been
formed from the rocks of Talvair, and they
have an air of primal strength about them.
Though they are born with gems and crystals
as the Bonded are, the Unburdened feel the
curse as a physical pain within them. For this
reason, they remove the gems from their
bodies and will continue to remove any new
crystals that grow throughout their life. This
removal, called Incision, keeps their pain at a
level that allows them to lead normal lives. The
Unburdened display their scars with pride, a
constant reminder of what the war has taken
from them and the revenge that is owed them.
The Unburdened are more prone to exhibiting
emotion than their Light counterparts, and
some have such extreme mood and behavior
swings that they have developed a reputation as a race to be treated with caution. The
Unburdened are usually very intense and dedicated to a particular cause. They make incredible
foot soldiers, and it is rare to find a member of another race that can match an Unburdened in
raw strength. This is not to say that they are brutish or stupid - in fact there are many
18
Unburdened who also make excellent political leaders and military commanders, as their
passionate dedication to their cause (whatever it may be) inspires those around them.
From A Treatise On Firstborn Etiquette by Sir Francis Laudell
Those of the Dark Aspect of the Firstborn, the Unburdened, have torn away their ancient culture
and embraced the violence that is the modern age. When integrated into a mixed society, they
can be gruff and somewhat brutish. When left to themselves though, they form tribal groups that
can only be described as savage. Those wishing to trade or otherwise deal with such groups must
often prove themselves in martial combat against a member of the tribe, for the Unburdened will
not deal with anyone they do not respect, and what they respect above all is strength. The tribe
that I observed had an even more extreme version of this tradition: In ceremonial situations and
on first meeting, these Unburdened would kneel to their leader with one fist planted in the earth
and the neck exposed to the leader. The rest of the body would be poised for combat, generally in
a squat or crouch, with all weapons visible but not in hand. If the lower-ranking Unburdened
wished to challenge the leader, then the bow was performed with weapons in hand. The leader
had one chance to sever the subordinate’s head; if he was not strong or quick enough to do this
then he was required to fight to maintain his leadership.
A letter found in ruins near the Stronghold DeAmand, reconstructed and translated by Sir
Francis Laudell
By the hand of Luther Escudero, of the Dynasty of Lanakova.
To my brother Simon Escudero, of the Dynasty of Lanakova.
Brother, my time among these “Firstborn” has proved enlightening, and I would share some of
my knowledge with you, for I believe that it will aid you when Father sends you to deal with them
in matters of the family business. Let me make one thing clear first, and know that this is the
single most important thing you can know when dealing with any of these people. No matter the
Stronghold you find them in, no matter whose colors they wear or what family they are born to,
no matter Dynasty or occupation, know this: the Firstborn are Firstborn before all else.
Not even among our kinfolk will you find a racial identity as strong and as well defined as that
which they share. It is not to say that there is not squabbling, and at times even violence, but
these Firstborn are not like us. When one looks at you it is like they are looking at an object, not
another person, and I feel under their gaze as an insect may under mine. It is unsettling to say the
least, and I am fully convinced that their emotional displays, which at times seem off from the rest
of the people around us, are nothing more than learned and mimicked behaviors.
It is not to say that they are stupid though, or useless. No, almost every wise ruler or guildhall has
one in the ranks, to provide a different viewpoint on things. This is the second most important
thing you can know about the Firstborn, my brother. They see things differently. Different is a
strange and strong word, but it is the only word I can think of that describes and explains it. They
see patterns that others do not, they mention details that others overlook, they make connections
that to most make no sense, but when they (generally with a degree of exasperation in their
voice) explain it one wonders why they did not see it for themselves. As such, they are shrewd
advisors and deadly opponents in the political and economic arenas. They are generally victims of
such a mindset as well, and it can be used against them. I will not tell you my tricks though
brother, for if you wish to rise higher than I in Father’s eyes you must find your own way. A wise
man never hands his brother a knife, as the old saying goes.
19
One last piece of information that I will impart to you, dear brother, is this. Never, never, bring up
the matter of the crystals and the scars with the Firstborn. The matter is one of great import to
their race, and it is one they seem to be most perturbed by in general when questioned about it.
From what I can surmise, the scarred ones speak of something that they call “The Rot” that grows
from the crystals and leads them to cut them from their flesh. The ones with the crystals call the
whole affair “The Wretchedness”, and seem to believe it all to be in the mind of the scarred, while
the scarred see it as a true and physical malediction. Each side seems to look upon the other as
we look upon our cousin who is cursed with a simple mind, but like us, they are family and while
we may jape at him, when others do so we take up blade against them. Perhaps in this aspect they
are not so different from us, but again, perhaps kinship to them is as foreign and forced a matter
as their emotions.
With fond wishes,
Your Elder Brother
Makeup Requirements
Makeup examples and artistic character inspiration can be found on the Ascendant forums.
Unmanifested, Light Aspect
A single gem embedded in the face somewhere.
Unmanifested, Dark Aspect
A single scar on the face where the gem would have been.
Manifested, Light Aspect
Lots of crystals, gems, or ores on the face (no less than 6 inches long, does not have to be
contiguous)
Manifested, Dark Aspect
Scars and dark veins covering at least a quarter of the face.
Optional Makeup
As long as you meet the basic requirements and you do not duplicate makeup requirements from
another race, you may go crazy on what else you want to do: add tusks, warts, braided hair or
bushy eyebrows, horns, etc. A tinted skin color is also acceptable but not required.
20
The Tuatha De Danann
Accounts of the Tuatha De Danann
Rumors and stories abound about the days before; sometimes
there are specifics that are repeated so much that there must
be at least a bit of truth to them. One such tale speaks of the
places of pure nature from which the Tuatha first came,
leaving their ancient groves and hills of power, to enter the
fray of the War. The truth of the Tuatha homeland is buried
in mystery and legend, since these living homes were long
ago destroyed by the ravages of war.
From both the shadows and
the light, the Tuatha would
come from their general
placements, relaxed ever so
slightly, for the crimson
drops came down and now
it was over.
Similar in look and
mannerisms, Light blends
with Dark, save for a
benevolent smile or a sly
catlike smirk.
After the War, one of the hidden paths, also called fairy
mounds, was found. It is said to be a place of wonder, with
flower petals untouched and fallen to the ground yet still
clinging to life, not turned to dust like so many things do with
-Excerpts from the diary of
the passage of time. The Tuatha have declared this hill a
Jonathan Blaine, a lost
universal place of memory and reverence, and many Tuatha
comrade and friend
go there on pilgrimage to feel the old magics that once
empowered the place. They spend time under the twined
trees and the fallen branches of the Broken Oak, to gain
perspective and meditate for lost answers. Tuatha of all Dynasties and from the various
strongholds have declared that everyone may visit this sacred place freely, under a banner of
truce, and many use this area to conduct peaceful dialogue with one another.
Another place that is more legend than anything else is the Bogs of the Swamp of the Fallen,
where those who have passed may be seen again. These murky waters are said to travel the
world, appearing near major battles as well as occasionally near settlements. One account tells of
a soldier who found the Lord of the Bog and by sacrificing his sight gained a brief moment to see
his family member who had fallen in the Siege of the Royals.
- From the Journal of Jem Fireward of Incendium
Racial Description
During the Great War, even the Tuatha who had hidden from the world were not spared. They
too joined with the forces of the Mythics against the Gilghul to save creation. Emerging from their
hidden groves, lost grottos, and mysterious crossroads they came. It is said that when they
emerged it was the turning point in the war, for the forces of the Mythics were becoming boxed in
by the forces of the Gilghul due to their straightforward thinking and tactics. The Tuatha Children
of Dawn brought their love of intrigue and illusions to the campaign while the Children of Dusk
brought their strength and their protectiveness of the land. This changed the face of the war.
The Tuatha are a race that was born to be mystery and magic in the world. As such they
epitomize both sides of the coin of chance, the light and the dark, the dusk and the dawn. When
they emerged and joined the war, the Dawn were led by their Bright Queen Si Alian, and the Dusk
by their King Si Morto of the Shadow Heart.
21
While it is almost certain that the great King
and Queen of old have passed from this world,
there are stories of Tuatha who claim that they
can hear whispers of the King and Queen
beckoning them home. Those who are said to
have heeded the call are never seen again… and
those who hear the call but ignore it are said to
fall to despair as the voices in their head claim
hold over their lives.
A Tuatha lives exactly 100 years and on the
following day they die. The Tuatha have a
special ability allowed to no other race, the
power to decide how they shall age. A Tuatha
may look fifty and be twenty or look twenty
and be seventy. You may decide on the age of
your character, but it must be between ages
eighteen and fifty.
Children of Dawn
Those of the Tuatha De Danann who follow the
Sun strongly associate with the cycle of life and
with the growth and the natural order of
things. They tend to use illusions and arts of
the mind to accomplish their goals.
Legends of the past tell that those of the Queen’s Guard have proven that in the brightest day and
darkest night, they would continue to protect their beloved Queen. Though the days of the Queen
have passed, the Children of the Dawn have proven time and again that they are motivated by
passions that some would call love for all life. Curious as that may be, it is a motivation that has
given the Tuatha of Light Aspect a strength of character that has taken them through dire times.
Appropriate Tuatha archetypes for the Children of Dawn include (but are not limited to)
Brownies, Pooka, and Sprites. The term for all of these archetypes is Children of Dawn and the
specific archetype names, such as Sprites, are not used on Talvair.
Children of Dusk
The Tuatha De Danann of Dusk are the flip side of the coin in many respects. They are the
strength of the Tuatha. They tend to use straightforward tactics and the force of tooth and claw
to accomplish their goals.
The Children of Dusk believe in the entropic cycles. They have a calculating nature that leads
these Tuatha down a darker path with a cold acceptance of death to come. From this they know
that the cycle will turn and they will live once more.
Tuatha of the Dark Aspect value the strength of desire that sings in their blood. In legends, their
ancient King had many pawns, with some more valued than others. These servants guarded their
King of Shadows with viciousness beyond that of even the bloodthirsty Gilghul Kor Dogs.
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Appropriate Tuatha archetypes for the Children of Dusk include (but are not limited to)
Barghests, Boggarts, and Redcaps. The term for all of these archetypes is Children of Dusk and
the specific archetype names, such as Boggarts, are not used on Talvair.
The Hunting Lodge
While all of the Tuatha take the protection of the natural world and the life within seriously, they
rarely work together, having very different ideas of how it should be done, though it is not
unheard of.
Once there was a wealthy lord who found a nice quiet clearing in which to build a hunting lodge.
An elderly couple approached the lord as he surveyed the land. “This is a bad spot for you to
build your little lodge. Terrible spot,” the woman said in a shaky voice, grasping an old walking
stick.
“How is it bad? The ground is firm and this hill
will elevate my manor just enough that we’ll
see over the treetops for miles. This is perfect,”
laughed the lord, amused at the serious faces
of the old couple.
“Perfect for the Fair Folke perhaps, but not for
you. They thought it would be perfect long
before you were even a thought, youngling. I
would move on if I were you. They don’t take
kindly to their peace being disturbed,” rasped
the old man.
“Poppycock!” exclaimed the lord. “The Folke
are legend. Even if they did exist, they would
play a few harmless pranks and I would be
mildly inconvenienced for a time. No, this shall
be the site of the lodge.” With that,
preparations for the lodge began.
There were several accidents during
construction and several workers were found
dead, claw marks tearing deep gashes into the
bodies. The more superstitious of the lot
blamed the accidents on the Tuatha playing
games and a few left, but most felt a stronger
desire to complete the lodge to hunt whatever
beasts were preying on the men.
A walk in the light
A walk in the dark
Standing in the light of dawn, you must ask yourself
whether it is the light you seek, or the sun you are.
From darkest shadows, and depths of night,
walk a darkness in the souls of desire and blight.
Wonderful times shine brightly, and games to play
with happy endings. These are what we like the best.
Tricks and pranks, and toys be had. Cause in this
depth, in this heart, our desires are met.
Love is strong in hearts embrace, with laughter and
stalwart defense in its place.
Compassion be damned, and lust is close, grab
those horns and ride it through.
Fight to the ends of time, and fight for every kind of
life. Give not to the shadows of darkness.
Fight to the ends of time, and fight for self
beyond its life. Give not to the light of the sun.
~Verse of the Lost Ones
At long last, the lodge was complete and the
Si’Ari The Allu
lord prepared his friends for the hunt to find
the beast that had almost cost them this place.
Shortly after reaching the wood line, one of the men sounded his horn. The beast had been
spotted! They tore after the creature, deep into the woods where the light had trouble reaching.
23
The screams came next. The lord first headed toward the calls for aid, but they seemed to come
from every direction. He chose one and pushed forward, coming back out into the clearing. There
he saw the same old couple from when he had been surveying.
“Run! There is a beast on the loose with a taste for men!” cried the lord, sword out and eyes wild.
“It is one of the Tuathan beasts, surely come for you. Perhaps if you swear under the light of the
moon to leave this place they will show mercy,” the old man said with a sneer. Over the old man’s
shoulder the lord could see the monster heading toward the door of the lodge.
“Amelia!” yelled the lord as he shoved past the old man, nearly knocking the crone to the ground.
He cursed bringing his wife to the lodge, but she had pleaded and was willing to cook for the
hunters, so he had agreed. The beast grew clearer as he approached the lodge. It had risen from
being on all fours to stand as a man upon two, its jaws dripping as it clawed at the door. The lord
cried out as he thrust his sword into the beast. It howled in pain and was rewarded with another
thrust, and another. With one final yell, the lord buried his sword through the creature and into
the door of the lodge.
He collapsed, panting, and wiped the sweat and blood from his face. As his gaze rose, he saw not
the terrible claws of a beast, but the very dainty feet of a woman, then a hemline, and finally he
saw into the lifeless stare of his wife. “What have I done? How could this have happened? It is the
Tuatha! They have cursed me! I’m sorry! I’m so sorry!” He began tearing at the stones of the
lodge, chipping away at the mortar, sobs wracking his body has he sought to dismantle the lodge
by hand.
And off in the distance, heading into the woods was the old couple.
“Fine, your illusion is what finally broke him. Is that what you wanted to hear my lady?” the man
said, growing younger with every step, voice becoming more steady. “The bet is yours.”
“Why yes it is, my lord, it is indeed. Your beasts just made
them work faster, though they did well enough on his friends.”
The woman said, walking stick forgotten several paces before
as her age diminished. “I still can’t believe they blamed us for
those accidents though. They really were shoddy in their
work.”
Makeup Requirements
Makeup examples and artistic character inspiration can be
found on the Ascendant forums.
Unmanifested, Both Light and Dark Aspects
Both Light and Dark Aspects must have pointed ears
Manifested, Light Aspect
You should have a shock of bright or pastel light colors on
your face in swirls and patterns. More than one color and glitter or sparkles should be included.
24
Manifested, Dark Aspect
You should have dark colors on your face in swirls and patterns. More than one color and a
nature component such as leaves or thorns should be included.
Optional Makeup
As long as you meet the basic requirements and you do not duplicate makeup requirements from
another race, you may go crazy on what else you want to do: add butterfly wings, a pointed nose,
horns, etc.
The Undying
Pages from a journal discovered in the ruins of Ghulan, reconstructed by Martima Reglan
I must be quick in my writing of this. It has been nearly five decades since the last of the Stygian
Vaults was lost to us. Before the war touched Talvair, we led what seemed to be charmed lives.
Though our memories would fade, as long as we journeyed to a vault before they did so, we could
preserve our new memories and refresh the old. The power that came with hundreds, even
thousands of years of knowledge is beyond description. With that power came arrogance, I
suppose, and not a little callousness. When the Vault of Enatra was destroyed by the Touched, I
did not worry. When the Vault of Ylen was buried by a tremendous rockslide, it did not matter.
Yet slowly, as the war raged on, it became more and more difficult to reach a vault in time. Every
day, the Undying lost part of ourselves as we began even to forget where the few remaining
vaults were. I remember. I am one of the last. I spent the last five years trying desperately to
reach one. Some have gone the way of Enatra, lost to us forever. The rest, I am cut off from by this
cursed war. As I write these words, I can feel my memories sliding away like sand through my
fingers. How can I describe this sense of loss? This sense of losing the very things that make me
who I am. Nearly eight hundred years ago I took a bride. I remember she was beautiful, with dark
hair and eyes so bright they seemed to see my very soul. I remember she was killed in the war. I
remember the vows we spoke when we promised to love each other forever, and forever was
exactly what we meant. I no longer recall her name.
Racial Description
The Undying are individuals that have somehow transcended death and continue to exist in a
state of undeath. How this occurs is a mystery - if the mechanism was ever known, that
knowledge was lost during the war. Furthermore, whether it is possible for anyone to transcend
death or whether there is something extraordinary about these individuals is a mystery. The
Undying do not age and are essentially immortal. Undying are extremely rare compared to the
other races, however the starvation and plagues that swept across Talvair during the last years of
the war greatly depleted the population but left the Undying virtually unscathed. As a result,
while Undying are no more numerous, they do represent a larger proportion of the population
than they ever have before - a detail that is not lost on the politically and economically savvy.
The eternal lives of the Undying are not without cost; memories for the Undying are fragile and
tremulous things. Undying memories fade much faster than those of living beings; their
recollections of minor events will fade in a few years and memories of even the most momentous
occasions and important people in their lives will fade within 50 years. In order to safeguard
25
memories and prevent their loss both to individuals and to the race as a whole, the Undying
constructed a series of repositories known as the Stygian Vaults in which the memories of the
Undying could be stored and accessed at a later time, thereby ensuring that their memories
would not be lost. The Stygian Vaults contained private memories of individual Undying as well
as “public” memories of important people and events of Undying history. Unfortunately, the
Stygian Vaults have all been lost, either destroyed or forgotten in the war. Furthermore, no new
vaults can be constructed as the knowledge of their creation has been similarly lost.
All Undying have a vague feeling that they were once alive, but no Undying, no matter how old,
has any specific memories of their lives before they were Undying. Some have fleeting
recollections that they believe are fragments of memory from their previous lives, however these
fragments are so vague that it is impossible to tell, and many Undying do not even believe that
they are true memories.
The Cursed
Undying of Light Aspect are known as Cursed. They are so called because they feel driven by
some compulsion. It may be the protection of some person, place, or race, the avenging of some
wrong, or the destruction of some great foe. In the event that the compulsion is lost, either
through the accomplishment of the goal or perhaps the death of the one to be protected, either
some new compulsion will arise to take its place or the Cursed will cease to be.
Appropriate undead archetypes for the Cursed include (but are not limited to) mummies, liches,
death knights, and revenants. The term for all of these archetypes is Cursed and the specific
archetype names, such as Mummy, are not used on Talvair.
The Cursed tend to be protectors by nature, and often train as Bastions, Monks, or Templars.
They are usually slow to anger, but are implacable foes once they commit themselves to a conflict,
martial or otherwise.
The Bloodbound
Dark Aspect Undying are known as the
Bloodbound. The Bloodbound find themselves
driven by a far darker desire than do the
Cursed. They are compelled to feed on the
living, either physically by consuming blood or
flesh, or metaphysically by draining the life
force or anima of living beings. This is not to
suggest that Bloodbound are mindless killing
machines or even that they drain their victims
to the point of death, simply that they crave this
unorthodox form of sustenance.
Appropriate undead archetypes for the
Bloodbound include (but are not limited to)
vampires, ghouls, and wights. The term for all of
these archetypes is Bloodbound and the specific
archetype names, such as Vampire, are not used
on Talvair.
26
Bloodbound tend to be impulsive, and generally focus on martial skills rather than magical. Many
believe that their physical strength is enhanced when they feed, particularly upon fallen enemies,
but there is a strict taboo in the race against feeding on anyone of Mythic Blood, enemy or not.
The Undying Soldier, an excerpt from Tales of the Harani Plains, compiled by Orlam of
Incendium
As I was nearing the end of my sabbatical, traveling and gathering stories of the war, I came upon
a small village within a remarkably well-built stockade. I stopped there for the night, and in the
tavern (which seemed to be nothing more the front room of someone's home where everyone
gathered in the evenings) I met a garrulous old man who told me a number of stories that I
deemed too fantastical for inclusion in this volume, but also this one about a valiant Undying
soldier that had a ring of truth:
Some years before the end of the war, this army came marching through. I think they came from
Atropos, or maybe Zakhar. They were a fierce bunch, and they were on the way to engage some
enemy or another on the other side of the forest there. They camped outside our village and came
in to buy supplies. Nice as can be, mind you, none of this “requisitioning” nonsense – they paid a
fair price for our goods. We had this shoddy fence around the village then, mostly to keep the
livestock in, and this soldier he started asking about it, about why we didn't have better defenses
being out here in the middle of nowhere. Old Annie told him how we never had no good
carpenters, and most of our strong young men had joined the De Amand armies a few seasons
back, so mostly we just hunkered down and hoped we were too small to bother with. This soldier,
his name was Altain, he asked his captain for leave to stay and help us build some better
fortifications. The captain made him get permission from Old Annie on account of Altain being
one of those Undying that eats blood and such, which sometimes makes folks twitchy. He stayed
three winters, and he trained all the young boys, and the women too, how to shoot straight and
how to fight a little. He showed us how to build that nice fence we got now. One day, young
Hubert was on watch and he spies a group of Gilghul Kor Dogs riding fast out of the forest. He
sounds the alarm, and everyone starts rushing to their posts, but some of the herders had taken
their sheep out further for some better grazing, and Altain sees that they won't make it back in
time. He orders Hubert to keep everyone inside and man the platforms on the fence with archers
like he taught us, then he takes his horse and he rides out past the herders and engages those ‘ol
Kor Dogs to buy some time. He could fight like a hungry duckbear, too. He must have cut down
ten or so before they got a good shot in on his horse, and then another five or six fighting from the
ground. They finally struck him down, but not before everyone was safe inside the fence. There
were twelve or so of them left, but our boys were able to shoot every last one before they got
closer than twenty rods to the fence, thanks to Altain's training. We went and got his body after,
and he never came back, so those Kor Dogs must have had Touched of some kind with them. We
buried him just over there, and I can tell you I never heard such a fight as the next spring when
three women were with child and every one of them wanted to name the babe Altain.
Undying Age and Memories
All Undying characters must be at least 50 years old and may be as old as 1,000 years. Undying
characters do not remember being alive. They have a vague recollection that they were once
alive, but no memory of what race they were, what their job was, etc. If you so choose, you may
have vague recollections of people who were important to you during life (the sound of your
mother’s voice, the feel of your wife/husband’s touch) but no memories of what they looked like
27
or what race they were. You also cannot remember anything that happened to you more than 50
years ago. Although all memories are lost by 50 years from the time they formed, this loss is
gradual, so for example memories from 40 years ago would be less clear than memories from 25
years ago. Feel free to express a preference for your character's background, original race, what
you were doing 200 years ago, and so on. However, plot staff reserves the right to change any
details of your character’s background or history in a way that will enhance the story. We will
inform you of any changes that affect events the character would remember.
Makeup Requirements
Makeup examples and artistic character
inspiration can be found on the
Ascendant forums.
Unmanifested, Light Aspect
Both eyes outlined above and below the
eye with an upward and/or downward
spiral coming from the outside corner of
the eye.
Unmanifested, Dark Aspect
Both eyes outlined above and below the eye with a straight line extending from the corner of the
eye.
Manifested, Both Light and Dark Aspects
Pale or white skin with the same Unmanifested makeup requirements.
Optional Makeup
As long as you meet the basic requirements and you do not duplicate makeup requirements from
another race, you may go crazy on what else you want to do: add fangs, blood from the corner of
your mouth, shading to enhance undead features, gray overtones, etc.
28
Mythic Bloodlines
Long ago, to empower the races who live on this world of Talvair, twelve creatures of great power
called Mythics gave their blood to the races that they might survive the struggles raging across
the world between the Mythics and their enemies the Gilghul, twisted forces of hatred and
destruction.
There are an untold number of Mythics, but only twelve Mythic Bloodlines, with membership
granted individually by the Mythic known as the Patron. While Mythic Blood conveys great
power, it also conveys vulnerability. During the Red Days, the Mythic Patron Dragon is thought to
have perished since all members of his bloodline died in a single tragic moment.
All heroes of Talvair are Blooded, which means they bear the Blood of a Mythic Patron. The
Unblooded don’t usually have the strength needed to survive outside of the Stronghold walls.
Animalistic traits on a Blooded, such as Naga’s scales or Kitsune’s tail, tend to denote a strong
attunement to the powers inherent in the Patron’s Bloodline.
Mythic Patrons are revered and followed, but are often harsh taskmasters and are not infallible.
Since the Red Days Mythic Avatars rarely communicate with the people of Talvair, but when they
do their word is taken as law for those of that Bloodline. More often, the will of the Mythic is
interpreted and communicated by those who are strong in the Blood and can in some way sense
the Mythic’s desires. The strongest of these are known as Heralds. Speakers, while not as strong
as Heralds, also are strongly in tune with a Mythic’s will. A number of the Blooded become
Witnesses, but the vast majority are simply Blooded and never progress further. Those who seek
to obtain Mythic Patronage but do not yet have Mythic Blood are the Supplicants.
Even if a person is Blooded, the traits of the Bloodline do not physically manifest themselves
without training. Some proudly proclaim their Mythic bond and some are more quiet about their
connection. Some even take offense when their personal connection is pried into. Some Blooded
choose not to embrace the powers of their blood and instead focus on Dynasty Bonds or Racial
ties.
A recent trend among the stylish of Talvair, both men and women, is to color one’s nails to
indicate Mythic bloodline. Those of Garuda’s Blood, for example, would use red and white to
denote pride in their bond of Blood.
Vision Quests
To obtain Mythic Patronage, a person must complete a Vision Quest. Questing is very dangerous,
and many choose to give up on the dream of Mythic Blood rather than risk the Quest. It is said
that those who succeed choose their Mythic Patron, and their Patron chooses them.
In addition to their few Heralds, many Speakers, and hundreds of Witnesses, each Mythic has a
number of Validants. These selfless men and women travel from Stronghold to Stronghold,
sometimes stopping in larger villages as well, to guide people who wish to Quest. There is a
widespread superstition that you are more likely to become Blooded of the Mythic that your
Validant follows. As a result, those who wish to follow Kirin will of course seek out a Validant of
Kirin, creating a self-fulfilling prophecy of sorts. However, it is not at all uncommon for someone
to become Blooded of a Mythic other than the one followed by the Validant who sets them on
their Quest.
29
Each Validant has her own way of inducing the trancelike state that is necessary for a Vision
Quest. The method is often influenced by the Stronghold in which the Quest is undertaken, but
not always.





In De Amand, the Validant might lead a supplicant high into the peaks of the Bones of
Kailash and there remove the supplicant’s weapons, cloak and wool outer layers. The
Validant might leave the supplicant to stand alone in the wind, exposed to the dangers of
the beasts of high places. Chimes might be rung by the Body of the Penitent who circle the
base of the mountain chanting for one day and one night.
Inside Atropos, a Validant might petition for a supplicant to be allowed entrance to
Akheron’s Cenotaph where the supplicant would be ritually cleansed by a Curate before
entering one of the six specially prepared rooms of the Cenotaph alone. The incense that
burns constantly in these rooms is soporific, and the supplicant would fall into sleep
within a minute or two of entering.
Some supplicants might choose to allow the repetitive motion and gentle whirs of
Gortandar’s Great Machine in Incendium to relax their mind, their Validant standing close
watch by their side.
Still others would prefer to hold vigil, staring into the Mists with their Validant until the
world moves around them, or walking into the Mists in a race to reach a landmark and
return home before the pathways fade.
In Zakhar, the Quest is most often coupled with extreme physical exertion, and the ground
of Talvair itself has been known to quake when a supplicant is found worthy.
What happens once this trance state is achieved is unique to each supplicant. Some say that they
drifted aimlessly through the stars until they returned to Talvair, or that they saw nothing but a
deep and haunting darkness. Those unfortunates complete their Quest without gaining Mythic
Blood, but are otherwise unscathed. Some have a test set before them and fail. These supplicants
can be grievously wounded, driven insane, or even killed in the process of failing their Quest.
Others gain the Blood of a Mythic Patron, and are destined to become Heroes of Talvair.
In very rare cases, Blooded have been known to change Mythic Bloodline if a different Mythic
becomes more suitable to that person’s nature, though people tend to be extremely loyal to their
Mythic. The choice to change Bloodline is very rare, not only because a person must choose to do
so, but also because the new Mythic must somehow grant their Patronage.
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Mythic Zodiac
31
Mythic Bloodlines for Adventurers
The following eight bloodlines are available as player options. Choose your Patron wisely.
Arachne, the Exquisite Pattern
“I Weave”
Arachne stands upon a mosaic field of purple and black. She is called the Lady
of Subterfuge, the Lady of Poison, or the Lady of Finality, for these are her
domains.
There was once a Phaidor Prince who sought an end to a long-standing
conflict between a group of shepherds who were subjects of De Amand and a village on the
border of De Amand's domain that claimed no allegiance. One of the Prince's ministers, a Blooded
of Naga, knew of an isolated valley that would provide good grazing for the shepherds' flocks, but
was somewhat difficult to access. She counseled the Prince to employ the villagers to construct a
road to the valley, thereby resolving the conflict and creating an alliance with the village. The
Prince saw the wisdom of this plan, and arranged to travel to the village to negotiate with them.
Before discussions were completed, the Prince was set upon by a villager wielding a poisoned
blade. The would-be assassin was quickly felled by the skilled and vigilant forces surrounding the
Prince. The Prince, enraged at the insult, demanded justice.
Some claimed that the “assassin” was a village unfortunate, drugged and hallucinating. The
villagers swore that the assassin was sent by the enemies of the land, and was simply disguised as
a villager. Still others whispered of even darker motives. Whatever the truth may have been, the
damage he caused to the negotiations was fatal. Enraged and suspicious of the villagers'
explanations, the Prince ordered the entire village to be burned, and the villagers driven off. Few
of the villagers survived, and those that did fled far away. The Prince and his people returned to
De Amand, the Prince’s shepherds were able to graze their flocks where they wished, and the
village was forgotten. The unfortunate minister who had advised the Prince on this course of
action quickly lost favor in the eyes of the Court and was assigned to serve as an ambassador to
Stronghold Zakhar, where she remained until her death.
Several years later an explorer of Arachne’s blood made an incredible discovery while
investigating a series of caverns near the site of the former village. Among the decaying remnants
of what was believed to be the sanctuary of a tribe of Firstborn from the early days of the war, he
discovered a great treasure trove of gold, gems, Tesserae and other treasures. Perhaps the
greatest treasure was a collection of simple metal plates, on which were inscribed the plans for
building engines of war whose designs were long thought to be lost. These engines turned out to
be the key factor in winning many battles until once again they were lost to time.
The plans were of course donated to the war effort, but with the village abandoned no one had a
rightful claim to the other valuable items that were discovered in the caverns. The treasures were
therefore retained by the explorer who had found them. This was considered by most to be an
equitable reward for unearthing such wondrous military technology, which would be of untold
assistance in the struggle against the Gilghul for years to come.
Such is the nature of Arachne, a mythic for whom the ends always justify the means. Even when it
becomes clear that Arachne’s hand is involved, no one knows quite where her hand lies or which
32
way it pulls or points. This has been Arachne’s way from time immemorial. Arachne is not
Dragon; she is not strong in fire and fang and could not rally the armies. Arachne is not Kitsune;
her words cannot bring joy to sad hearts or move stoics to tears. Arachne is small, but because of
this she is quiet, and most of all she is patient. Arachne spins her webs in the shadows and
scuttles across them, gathering information as though it were so many flies. From her vantage
point at the center of the web she hears every whisper and rumor. Her Blooded children also
bring her secrets, and Arachne has long used all these things with as deadly effect as a blade.
Enemies have been routed by Arachne passing misinformation to them; outposts about to be
attacked have been bolstered by soldiers arriving on orders forged by Arachne’s Blooded.
Arachne wove her web to encompass the whole world, and by pulling the strands sought to fight
for creation in her own way.
Now the war has ended and the Great Enemy has fled. In these turbulent and tempestuous days,
many of the blooded of Arachne carry on as before: manipulating events and guiding those who
lack their foresight towards outcomes and decisions that they believe will benefit the majority of
Talvair. Others, however, have begun to turn their talents towards personal gain and it remains to
be seen which of these paths Arachne herself will favor.
Placement
Arachne sits in the darkness of the zodiac, opposite the void that was once Dragon. Where Dragon
sought to protect mortals so that they could develop in their own way, Arachne seeks to steer
their actions through subtle manipulation of thoughts and feelings. Arachne borders Evaki and
Fenris, and her web extends over both of them. Her whispers can direct Evaki's dreams to more
relevant places and Arachne is thought to guide even the wild Fenris as she waits in the shadows.
With the fall of the Dragon no force directly opposes Arachne's subtle manipulations and she is
poised to expand her influence further than she had ever dreamed. Into Dragon’s vacant seat the
influence of others extends, and Arachne will have to move swiftly to preserve the balance of her
web. Here are typical views of the Arachne Bloodline on select Mythics:
Evaki – A critical piece in Arachne’s web. Heralds of Evaki are often seen in council with Heralds
of Arachne, one leading the other in a never-ending game of hide and seek.
Fenris – The wild brothers of Arachne have left, but even before their fall it was said that only the
Blooded of Arachne could reason with them.
Dragon – They called the Dragon Blooded the great champions of Talvair, but where did that get
them? Arachne is still here, protecting her people, fighting in her own way. A dead champion has
no use.
Naga and Garuda – One claims to be on the throne and one claims to be the power behind the
throne, but neither Bloodline leads the chosen of Arachne. The Arachne Bloodline will weave its
own path.
Bloodline
The Blooded of Arachne fill many roles to achieve their ends, crafting situations that cleverly
twist perceptions and evoke specific thoughts or emotions. In matters of conflict they tend to be
rogues or archers rather than straightforward warriors; however many of the most cunning
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generals throughout history have been of the Blood of Arachne. A great many of Arachne’s brood
take pride in shaping events without being the face associated with the change, be it in creating
art or crafting situations that cleverly twist perceptions and evoke specific thoughts or emotions
or in manipulating others to achieve their goals. The biggest flaw of Arachne’s bloodline may be
their penchant for intricacy, for they will often favor a complex and multifaceted solution to a
problem when a direct one is the best course of action.
A recent rage in the society of this new age is chess, a pastime long known to Talvair but one that
is now coming into vogue. Throughout all five strongholds there are parlors where a game may
be found at practically any hour of the day, and through a series of tournaments one may gain
rank to play in a Tournament of Masters that is granted by invitation only. After much debate and
compromise between all of the Dynasties, a structure for the rankings has been decided upon. For
the first time since the lost ages before the war, the title of Grandmaster will be awarded. Many of
the Blooded of Arachne excel at this art, and most assume that one of her brood will be the next to
claim the prize.
Evaki, the Living Dream
“I See”
Evaki stands upon a mosaic field of blue and black. She is called the Lady of
Dreams, Lady of Madness, or the Lady of Mystery, for these are her domains.
In the long ago, it is said that there was a little girl who was constantly
dreaming. Every night she would wake up from her dreams to sneak around
the village, restless with the desire to protect her family from the horrors of
battle. One night she dreamed that by stringing together a chain of clover three miles long and
draping it across the village, they would be safe for one hundred days. She stayed awake for three
days and three nights, blearily chipping away at this task. A group of warriors in the village
laughed at her, calling her mad, and mocked her father for producing such unhinged offspring.
Her feeble father attempted to strike one of the warriors, who in retaliation took the child’s work
and threw it into the communal fire. It is said that for the next three nights Evaki, furious, plagued
these warriors with nightmares created from the worst and darkest depths of their minds. After
these three nights, the Touched of the Gilghul came once again to ravage the village. When the
warriors stepped out of the village to meet the attack, they were so exhausted from their
nightmares that they were immediately slain. Then, miraculously, with their bloodlust
temporarily sated, the Touched turned from the village, which enjoyed a respite from Gilghul
attacks for one hundred days.
Evaki has many rumored forms. The most commonly described manifestation is a woman with
long hair, purple eyes, and wings cloaked in shadow. It is said that Evaki can communicate with
her bloodline through dreams, but that out of jealousy or spite she can also torment her enemies
with nightmares.
Placement
Evaki floats in the darkness, sharing placement in the zodiac with Arachne and Fenris. Opposing
Evaki is Siren, the Lure. Since ancient times, pursuit of the visions granted through the waters of
Shuh Lien has been perilous, for to interpret the visions one must have the blessing of Siren’s
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song but to walk the realms of madness that is the Dream, one must have the blessing of Evaki.
Each of these two Mythics, jealous of the allure of the other, has led their followers to ultimate
destruction. Here are typical views of the Evaki Bloodline on select Mythics:
Arachne – As a grounding force to the imaginative Evaki Blooded, Blooded of Arachne are often a
welcome comfort. The children of Arachne help those of Evaki deal with the drudgery of the dayto-day, though their attempts to mold the ebb and flow of the dreaming are laughable.
Fenris – Being lost to madness is something all Blooded of Evaki must watch for carefully. They,
more than any other, understand Fenris. The Blooded of Evaki cautiously watch for the dreams of
the wolf, hoping that one day they will see how their brothers might be restored to them.
Siren – Blooded of Siren are generally avoided by those of Evaki, for they tend to have banal lives,
lack in imagination, and are neither interesting nor necessary. It is the foolish Siren that reveals
the mysteries of the pattern that are best left hidden.
Chimera – With madness comes wisdom. The Blooded of Evaki know to value the words of those
Blooded in the Crucible.
Tengu and Kitsune – Folk of the Bloodlines of Tengu and Kitsune do not have proper reverence
for the dangers the future holds. They flit this way and that with their pranks and their games,
setting no goals and having no strategy. Though we warn them, their tendency to live in the
moment is often their undoing.
Bloodline
Those with Evaki as their Patron are typically drawn in some way to the night; when darkness
makes its way across the land Evaki is known to contact and guide her children, be it in their
dreams or in waking. One of the most defining characteristics of the Evaki bloodline is that they
have big dreams and goals for their lives, even if these dreams are unattainable. A common
tendency of Evaki's Blooded is to pursue an ideal or goal so ambitious that they will never be able
to realize it in their lifetime, but their children’s children might complete it and bring honor to the
memory of their name in doing so. Such acts can include grand building projects, sweeping social
changes, and strange magical rites that the Blooded swear that Evaki sends them glimpses of in
their dreams.
The Evaki bloodline also contains a large number of people who would typically be cast out by
society as crazy or mad. These unfortunates will often find respect from others in the Evaki
bloodline for their mysticism and will be protected and cared for, especially if it has been
established by the Elders of Evaki that they are indeed a conduit to the Mythic, one of her many
voices upon Talvair. As one of the two bloodlines that channels visions into the world, Evaki’s
Blooded are also more accustomed than most to tragedy and suffering, and because of this a great
many charitable organizations and alms houses have been established by them to reduce the pain
of those around them.
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Garuda, the True King
“I Reign”
Garuda stands upon a mosaic field of red and white. He is called the Lord of
Authority, Lord of Aggression, or Lord of the Sky, for these are his domains.
Long ago, before the Red Days, Garuda sat upon his throne and all who
would be rulers over the races of the world, from benevolent monarchs to
petty tyrants to brutal dictators, came before him. As it is the nature of many
to lust for power, the line was long and stretched onward before being lost in the distance. Yet
Garuda was patient, and when each came before him Garuda did look upon them with his
unblinking eyes, and to those worthy in Garuda’s sight the potential to rule was parceled out.
Some gained Garuda’s voice, and the power to sway others to their cause. Some were blessed
with glimpses into Garuda’s mind, and either gained tactical knowledge, the vision for crafting
machines of war, or an unnerving insight into people and how they were driven. To others,
Garuda granted strength of arm, or mercy, or justice and other countless gifts that are found in
the measure of kings.
Then, Garuda stood up from his throne and commanded the peoples clustered around it to be
gone, to return to their lands and rule with the gifts he had granted. They departed, slowly at first
then in increasing numbers. In the end, the multitude had departed and only seven remained.
Three men and four women, and they were the very measure of their people, paragons of their
races.
“Why do you remain in my presence when I have commanded all to leave?” demanded Garuda in
a voice as loud as thunder.
At this, one of the men spoke: “It is not your place to order us, for we are rulers and the servant
does not command the master. When we depart it will be by our own decision, not by your
command.”
At this, Garuda smiled. “You understand” he said, “Now, accept the true gift of Garuda.”
And thus did Garuda grant his blood to the mortal races, and the power of the True Kings came to
Talvair, and from these men and women the great Dynasties would be born.
Placement
Garuda shines with light as the commanding voice of his quadrant, supported by Chimera and
Kitsune, for Garuda understands the value of wisdom and morale. Opposing Garuda is Naga, the
Hidden One. While Naga seeks servitude from her subjects, Garuda knows the value of followers
who have belief in and love for their King. A willing subject is worth ten base servants. Here are
typical views of the Garuda Bloodline on select Mythics:
Chimera - Chimera’s wisdom is indispensable to a good leader, and no one understands this
better than the Blooded of Garuda. Most will have at least one close friend or advisor of Chimera’s
blood, however it is important to remember that Chimera’s revelations are not always as
straightforward as they seem.
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Kitsune - The value that Kitsune’s Blood brings to Talvair is often discounted, but a true leader
understands the place that creativity and inspiration hold and knows their importance. Those of
Kitsune’s Blood often find favored places in the courts of Garuda’s Blooded.
Naga - Those with the Blood of a snake can never be trusted. The Blooded of Naga guise
themselves as advisors but drip poison into the ears of any who will listen. They are undeserving
of those who serve them.
Arachne and Dragon - One claimed to be the champion of the people, and this caused his downfall
and the downfall of his bloodline. Now the Blooded of Arachne say that if you follow them, all will
be well. It is just a matter of time before the fate of Dragon befalls Arachne’s Blood.
Bloodline
Many think that the gift Garuda gives to his Blooded is the gift of rulership, of dominion over
others, but they are wrong. Garuda’s gifts are those of realization, of the knowledge of
responsibility and the tempering of the spirit to lead those of his Blood to be inclined to take a
stand, to be the first in battle, or to be spearheads of social change. The fact that those with
Garuda as their Patron are typically seen as leaders of some kind - be it on the battlefield, in a
small town or village, or in the great halls of Talvair,- is a side effect of this, as such individuals
will draw attention to themselves and inspire the passions of others to stand beside them. Some
are openly in charge of those around them while others offer quiet leadership through example,
but those of Garuda’s Blood who take the responsibilities of rulership lightly often do not survive
long.
Garuda’s Blooded are known for being honest and forthright, though not necessarily merciful or
benevolent, and their honesty can be harsh at times. While Garuda's Blooded take on many
legitimate roles in society, several powerful criminal organizations in the Strongholds of Talvair
are overseen by Garuda’s children as well, especially those that began as organizations devoted to
social change and improving the lives of those around them. The measure of a child of Garuda is
their willingness to take the weight of the world onto their shoulders, to bear the burden so that
others do not have to stand alone, and their resolve in this is legendary.
Kirin, the Uncompromising
“I Discern”
Kirin stands upon a mosaic field of yellow and black. He is called the Lord of
Revelation, Lord of Retribution, or Keeper of the Cairns, for these are his
domains.
There is an old story about an alchemist who looked for the legendary
secret of how to turn lead into gold. He sought all over the world for the
answer and finally he went to Kirin, who is said to be the master of knowledge. “Kirin,” he asked,
“Where can I find the formula to turn lead into gold? I have traveled the world seeking it, but to
no avail.” Kirin looked at the alchemist long and hard, measuring the worth of the man and then
he spoke, “The answer you seek lies within your own home.” The alchemist took this answer as
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prophecy that he would find the solution himself. With his confidence boosted and determination
in his soul he returned to his home and went to work. Ten long years of research passed, and in
the end the man found the secret he was looking for: the ability to turn lead into gold. In thanks,
he took a large chest full of gold to Kirin to thank him for his insight.
When he arrived he said with gratitude, “Thank you Kirin; without your guidance I would not
have been able to turn lead into gold.” Kirin looked at him with a strange crook of his head and
said “I am glad you found success, but why did it take you so long? The book which contains the
formula has been in your library since the time when it was your father’s.”
This story is the essence of Kirin. He does not deal in parables, tricky riddles or half-truths. When
Kirin says a thing to you, it can be taken literally - the only question is whether you have asked
the right one.
While this story speaks clearly on the Lord of Revelation, one must always remember that Kirin is
Lord of Retribution as well, for when information comes to light that must be acted upon, Kirin
moves quickly and decisively.
There once was a hunter whose family was starving, for the winter and the war had been long,
and most of the game had fled. To save the life of his two young sons, the man followed a thin
deer onto the property of his Lord, an act that he knew was forbidden. There he slew the deer and
carried it home. The hunter and his sons hung the deer from a nearby tree in preparation for a
long awaited meal. Heralds of Kirin followed the hunter home and, without delay, hung him by
the neck until he was dead. They left him hanging from the tree next to his deer for all to see, as a
warning that while deer may be hunted, they may not be hunted on forbidden lands.
Beware the wrath of the righteous, for Kirin is uncompromising.
Placement
Kirin stands in the darkness of the Zodiac, deep in thought by the flickering light of candles. Kirin
does not deal in shades of gray - only black and white, truth and lie, right and wrong. Some say
that Kirin’s path is too straightforward, too direct, so that those upon it miss out on the
experience of the journey itself. To the “They” who say these things Kirin would reply, “What lies
and misdeeds do you seek to conceal within your twisted paths and convoluted words?”
In the quadrant of Kirin lurks Naga, the Hidden One, and on his far side stands the tricky Tengu.
Opposite Kirin is Chimera. Here are typical views of the Kirin Bloodline on select Mythics:
Naga –To one of Kirin it is always clear who is really making the decisions, and that is Naga, the
Power Behind the Throne.
Tengu - Tengu is often the voice of the hard truths which Kirin uncovers. He is not afraid to tell it
like it is and he enjoys life knowing how important each moment is to embrace.
Chimera - Chimera is the opposite of all things Kirin. Never a straight answer, far more often a
question in response to a question. How sad it must be to be of Chimera, never knowing, always
asking.
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Siren – The Blooded of Siren set lofty goals and aim high. With the search for greater learning,
such persistence is sorely needed.
World Tree and Fenris – The Blooded of the Mythics of the earth focus so greatly on the day to
day requirements of life, be it the harvest or the hunt, that they forget why life is worth living. If
they took their nose from the grindstone for but a moment, they would realize that there is
meaning to life and they could be so much more.
Bloodline
Those who have Kirin as their Patron are typically those who focus on answers, not questions.
They understand that all the time that could be spent thinking about a problem would be better
used implementing the solution, and can be implacable in their quest for vengeance if a wrong
has been revealed. The Blooded of Kirin are often those whose job it is to uncover the truth and
find solutions, like explorers, scholars, heralds and those of a military mindset. Kirin’s touch can
be seen in the workshops of Incendium, in the spy networks of Atropos, and in the legal
proceedings of De Amand.
While he is a more scholarly Patron than most, Kirin is also venerated by woodsmen and
herbalists, by laborers and masons, and by lawyers and administrators. At their darkest extremes
those of Kirin’s Blood can be firebrands, witchhunters, and rabble-rousers organizing violent
mobs to enact retribution against those who have wronged their Patron, society, or themselves.
Thankfully such individuals are a rarity, though some fragments of the writings that remain from
before the Red Days tells of terrible Inquisitors of Kirin, who sought out the touch and influence
of the Gilghul among the Blooded and citizens of Talvair and removed them with torture and fire,
a more violent and beastly people born of a more violent and beastly time that thankfully has
passed.
Kitsune, the Herald of Calamity
“I Feel”
Kitsune stands upon a mosaic field of orange and white. She is called the
Emissary of Inspiration, Composer of Wonder, or Lady of Sacrifice, for these
are her domains. Some call her the Fire Fox.
Long ago, before the great wars, Kitsune led the dance and the souls of
poets, bards, actors, and artists flourished where the Fire Fox did set their
passions alight. Among her equals World Tree may have been the heart of the world and Chimera
and Kirin the mind, but Kitsune was the voice and the soul. Laughter and tears flowed equally
where Kitsune’s fire enflamed the heart and the senses, and the greatest of works on Talvair from
the mighty Colossus of Verhon to the shifting Clockwork Labyrinth of the Mad King to the
bewitching Gallery of Adoreaha were inspired and in some cases shaped by her hands.
Then the heavens broke, and the Gilghul came. Monsters and beasts beyond description, terrors
that melted minds by their presence and broke flesh and bone and steel as though they were but
glass descended upon the world, and the time and need for art died, one of the first casualties of a
campaign that would see countless more to come. Kitsune was battered and bloodied, her estate
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of power ravaged and abandoned, yet the Fire Fox rose above the pain and abandonment and
through her Blooded forged a new path for herself. Bards became Morale Officers. Musicians who
once played to crowded halls now played recruits to sleep with the bugle and kept the beat with
fife and drum as they marched alongside their brethren into the jaws of death. Couriers carried
letters through battlefields that no pigeon could survive and gave their lives so information on
the enemy could reach their commander’s eyes.
Art changed, and the artists changed, and Kitsune changed. Legends of this time speak of Monks
who made death an art form and molded the fires of Kitsune into their war-dances. Other legends
say that the Twelve Great Weapons of the Blooded were forged at this time by a blind master who
was of Kitsune’s lineage, and while each of them was a masterpiece they brought far more death
to the world than joy. Minstrels sang of battle and delivered great speeches to inspire young men
to take up arms, omitting the true horrors of the war in their songs of glory. And Kitsune felt all of
this, and changed with it.
Now the war is over. A generation has come that now sets pen to paper, sets word to lips, sets
brush to canvas, and a new age of Kitsune begins. The memories of the Undying fade and fail as is
the way of their kind, and old mysteries of the arts they knew die with them. The art remembers
the days of war though, and through Kitsune the art feels and lives. This living art may not come
quietly into a new age.
Placement
Kitsune dances in the light of the zodiac, sharing placement in the quadrant that is also home to
Garuda and Chimera. Opposing Kitsune is Tengu. Kitsune dislikes Tengu's constant misguiding
and changing of tales, for she feels it dilutes the passion of the intent that is bound into art from
its creation, but she accepts that aspect of him and tries to turn the tricks he plays upon her and
others into beauty. Since ancient times Kitsune has had a place at the side of Garuda, and together
with Chimera serves as the Court of the True King, tempering the wisdom of Chimera with a
passion and beauty that is necessary for the balance of the court. When war claimed creation
Kitsune arose to bolster the morale of the Mythic Host, and her passion inspired some of the
greatest victories recorded in song.
Kitsune has also been named the Herald of Calamity, and for good reason. In tales, in legends, and
in song Kitsune always seems to be in the wrong place at the wrong time, and this trait seems to
have manifested as well in the Blooded of her lineage. Just as Kitsune in an improvised dance of
joy broke Arachne's great mirror and deprived her of seeing all of the hidden truths of the world
so too will the Blooded of Kitsune have a goblet of wine spill on some important paperwork, or
destroy a fancy coffee table, or have their suspenders fail in front of a dour Lanakova Matriarch.
Yet for all of the chaos that befalls her, for all of the calamity and smoldering Incendium
workshops left in her wake, a Blooded of Kitsune shares the gift of grace with Kitsune as well, and
for all the destruction around her she will generally skip on unhindered.
Here are typical views of the Kitsune Bloodline on select Mythics:
Garuda - The Blooded of Kitsune appreciate the great burden that the Blooded of Garuda bear,
and there is much that they do to ease the burden of rulership.
Chimera - Those Blooded of the Crucible have much to teach, but their ways are not
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straightforward. The Blooded of Kitsune enjoy the challenge of working with their Chimera
brothers.
World Tree - To tell tales in song and story, it is good to understand traditions and their roots.
The Blooded of World Tree and Kitsune are united in their effort to preserve the oral traditions of
this world.
Tengu - The Blooded of Tengu gain joy by watching (and often causing) the struggles of others.
Their savageness towards their fellows undermines much of the optimism that the Blooded of
Kitsune strive so hard to foster.
Siren and Evaki - Folk of the Bloodlines of Siren and Evaki are so preoccupied with planning for
the future that they forget to enjoy the beautiful moments that each day has to offer. They sway
this way and that, dreaming big dreams and forget that today may be their last. Though we warn
them, their tendency to look to the future without seeing where they are now is often their
undoing.
Bloodline
Those Blooded of Kitsune tend to be the artists and innovators of society, as well as those
wanderers that explore and search Talvair for treasures and knowledge. Some have very specific
goals or plans and others do not, but all tend to have some type of wanderlust or a desire to bring
back something lost. They are the artists, the creators, the makers, and those that love beauty, but
also are also the explorers, the archeologists, and the adventurers who live in the moment, not
looking beyond their actions to how their acts will affect the big picture.
Now that the war is over, the children of the Fire Fox have found that they need to reclaim that
which is lost, the passion for it inflaming them. Although times have changed and many of the old
ways are lost and forgotten, they are the ones who lead the search for the lost truths, for the
forgotten beauty, for the buried treasures of a bygone age. Maybe they will be able to recreate the
glory of the Talvair of old through discovering it, or maybe they will bring about a new golden age
for the world. Of course, for every tale of lost art being recovered there are rumors of buried
horrors uncovered, and the skeleton of an age that knew only war is not the safest to be digging
through. Despite the dangers, the Blooded dance forward in the Fire Fox’s light, reveling in the
chance to build a new age.
Siren, the Resonant Voice
“I Convey”
Siren stands upon a mosaic field of blue and white. She is called the Lady of
Eloquence, Lady of Temptation, or Lady of the Waters, for these are her
domains.
Before the Red Days, Siren was in the oceans and the rivers and the rain of
the world, or so the old tales say. Sailors would speak of requesting the blessings of Siren before a
voyage, pirates made offerings of a portion of all booty plundered unto the deep as a token of
respect, and farmers far inland who would be born and live and die on the same patch of soil that
their grandfathers had been born and lived and died upon set out offerings and said the words
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necessary and gave thanks following the spring rains, and Siren was at one in all of this.
As the waters flow, so were others drawn to Siren’s call, others who had no ties to the sea.
Seductresses and seducers invoked Siren’s name as they called to the hearts of others, and Siren
found a home in the skilled tongue of those who could draw others to their causes with nothing
more than words. Temptation is a weapon too, one as sharp and as deadly as any blade, and the
Blooded of Siren used this to great effect to destroy the twisted beasts of the Gilghul as well as to
root out traitors to the Blooded in the days of the Great War.
To fully understand the fickle powers of temptation that both drive and are wielded by the
Blooded of Siren, children are told the tale of the Sailor and the Carp. Long ago, before the Great
War began, there was an adventuresome sailor who traveled the oceans and the rivers and the
rain. In his travels he came to an island paradise. Enchanted, he walked the shores, plucked fruits
from the vine, and slept in the sun. When he woke and wiped the sand from his eyes, he spied in
the distance the most beautiful woman he had ever seen. She rode in stately company, aloof and
untouchable.
He sailed away with the tide, but could not rid himself of her in his thoughts. Again and again he
returned to the island, getting closer to her with each visit until he finally gained access to her
private gardens. At great personal risk, he entered the gardens and gained but a moment of her
time. So great was his passion and so compelling were his words, the lady was charmed and
allowed him to leave the gardens unpunished, though she cautioned him never again to return.
Again and again the sailor pursued his love, sailing to and from the island with increasing
regularity. Finally the lady’s father, a great lord, took notice of the sailor’s interest. The lord's
daughter, now madly in love with the eloquent rogue, pleaded that he be allowed her hand. The
lord considered her request and finally he gave unto the sailor a task. The legends say that Siren
gave voice to those who drank first the waters of Shuh Lien, and in her passing through the
waters Siren merged with Evaki to give vision and divination to those who studied in their wake.
Siren dispatched great messengers, the Silver Salmon and the Golden Carp, who would die and be
reborn endlessly, but those who ate of their flesh would be granted insight and power. The lord
decreed that if the sailor could pull the Golden Carp from the sea, he would have proven his merit
and would be allowed his lady love’s hand.
The sailor knew this to be an impossible task, but he gazed into his lady’s eyes and agreed to the
quest. After months in the palace of the lord, the sailor had not realized how deeply he missed the
sea. Grateful for a quest in line with his adventurous nature, the sailor set out to capture the
Golden Carp. Day after day passed as the sailor headed into the deeper and deeper waters. In the
distance he finally spied the Golden Carp and set after him with speed. Enamored with the chase,
the sailor pushed harder and harder, exhorting his crew to greater and greater efforts. He felt
more alive than he had ever felt before.
Years passed with the Golden Carp just out of the sailor’s reach. Time went by and his dedication
to the chase far surpassed any devotion he once had to the forgotten lady of a faraway island
whose love he had already won. It became the sailor’s life dream to catch the Golden Carp.
Finally, in a moment of peaceful contemplation of the stars on a windless night on a calm sea, the
sailor spied the Carp, closer than he had ever come before. With a smile on his lips, the sailor
dove into the ocean and, swimming deeper and deeper, finally grasped the tail of the Golden Carp,
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his life fulfilled at last.
Placement
Siren swims through the light, sharing placement in the zodiac with Dragon and World Tree.
Always Siren watches for those blessed by her bounty and power to ripen, to reach the stage that
she desires for them. And in time Siren beckons, and those who are called answer, for such is
Siren’s way. Opposing Siren is Evaki, the dreamer. Since ancient times, pursuit of the visions
granted through the waters of Shuh Lien has been perilous, for to interpret the visions one must
have the blessing of Siren’s song but to walk the realms of madness that is the Dream, one must
have the blessing of Evaki. Each of these two Mythics, jealous of the allure of the other, has led
their followers to ultimate destruction. Here are typical views of the Siren Bloodline on select
Mythics:
Dragon – Perhaps none mourn the loss of Dragon’s Blood more than the followers of Siren who,
in the absence of Dragon, have attempted to step up to fill his shoes. In doing so, Siren has started
to change, flowing like water to fill the void.
World Tree – Staunch, unwavering, and determined, the Blooded of World Tree are most valued
by those of Siren’s line, for none are more dependable in times of trial. World Tree is the root
around which the waters of Siren flow, each reliant upon the other.
Evaki – These mad dreamers are so distant from reality that their drivel and nonsense can hardly
be tolerated. They wander hither and thither when there is work to be done, and in times of trial
they are off staring at the stars. What is to be done with such foolishness?
Kirin – The Blooded of Kirin and their Patron are fonts of strength in this world. Their innovation
and willingness to work theories both mad and unsafe for the good of all is a blessing, for it is a
strength and a burden that we do not have to shoulder.
Tengu and Kitsune – Folk of the Bloodlines of Tengu and Kitsune do not have proper reverence
for the dangers the future holds. They flit this way and that with their pranks and their games,
setting no goals and having no strategy. Though we warn then, their tendency to live in the
moment is often their undoing.
Bloodline
Those who are Blooded of Siren are said to be as the water is, always flowing and moving, at
times calm and at times raging. When an obstacle presents itself they will change themselves
rather than the world, bending around it unhindered but in their passing eroding the obstruction
until no trace of it remains. Like water they are also said to be equally capable of sustaining life or
bringing destruction. They have unseen depths that can contain either treasures or doom should
one be brave enough to seek beyond their often distant exterior. Some call them mercurial, some
call them melancholy, but those of Siren know the truth that their Patron has granted them, and
claim an otherworldly guidance behind their acts. No matter the insignificance of an act, a
Blooded of Siren will approach it with the same degree of grace and purpose as she will approach
the most grand action of her life.
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Common among the Blooded of Siren are those who tied and bound to the rivers and seas of the
world, mystics and soothsayers, and those who have the touch and flow of the eloquence of water
upon their tongue. Siren is not a stranger to violence though, and neither are her Blooded, and in
the Red Days Siren was said to have shown Talvair secret arts of the forge, techniques to make
blades that were as fluid and as deadly as water itself. Visions too are the domain of Siren, though
she and Evaki share in this, one to speak and one to see, and from their joining have many great
demagogues and leaders been born. Siren is a creature of the light, and in the light are her powers
best used, but all words can bring about darkness too, depending on their intent, and as water
can give life so can it take it just as easily.
Tengu, who Revels in Chaos
“I Enjoy”
Tengu stands upon a mosaic field of orange and black. He is called the Lord of
Cunning, the Lord of Audacity, or the Lord of Indulgence, for these are his
domains.
Long ago, before the Red Days, Tengu looked towards the stifling rules that
were placed upon him and his Mythic brethren, and laughed at them with scorn. For Tengu had
dared to fly higher than any other dared, and from his vantage point looked down and beheld the
chaos of the world in all of its maddening glory. Randomness was everywhere, from the
movement of beasts to the weather patterns to the living and dying and suffering of countless in
the War, and Tengu beheld a truth that only he knew: the world did not care. All of this chaos the rampaging and terrible Gilghul hordes, the rivers turned to blood and fields salted with tears
of the slave wagons - and there was no great mystery, just an endless pattern of happenstance
that yet moved with a level of clarity that chaos and randomness alone could not hope to possess.
And Tengu decided to make this his own.
Tengu was always weaker than his
fellows, for what could claw and feather
and hollow bones hope to accomplish
against the scale and fang of Dragon or
the unnerving insight found in the eye of
Chimera? Yet from a young age Tengu
played each against the other and used
his feathered cloak to pass unseen in the
shadows as he used his cunning to
overcome his lack of strength. He moved
things, he lurked and watched, and he
whispered both truth and lies alike into
ear of enemy and ally to steer them
towards his ends; and the tricks, the
endless and inventive tricks! Tengu
made them his strength, his weapon, and
from them he grew mighty.
Ode to Tengu
O Tengu, how the magic from your eyes
Bids the world flame about your idle feet,
And makes a marvel of the humming street,
The watchful bush, the starry-haunted skies!
Dear, do you know that all such magic dies
In foolish hearts that regularly beat?
Blinded with dust, the elders in retreat
Shake their thin locks to probe that they are wise.
Tengu help them in their tameness: you are wild.
Hold fast your faith, for love has mightier spells
Than yet your mouth has chattered, sung or laughed;
Be drunk still with th’ enchanted wine you’ve quaffed.
Awe spreads her wings above the hut where dwells,
Rapt in his glow of the gramarye, the child.
Many would call Tengu selfish, and they
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may be right, yet is there not survival in selfishness? Many would call Tengu cruel, and they may
be right, but are not his tricks played upon enemy and ally alike, with no malice in them but with
the darker ones reserved for those who threaten his flock and him? Many would call Tengu evil,
but they would be wrong, for Tengu is many things but as none could justly call him good none
could justly call him evil. He alone is Tengu, he is the trickster, he is the piece that does not fit, and
he is the only one who truly, truly understands the great joke, the secret of the world. Throughout
all of this Tengu remains true to one thing and one thing above all: Tengu enjoys life. Tengu lives
life to the fullest in every breath. Tengu revels in the enjoyment that his pranks, japes, and
trickery brings to him and to the world, and in the acts of his Blooded as they live towards his
ideal. Tengu is a hedonist, and this is his favorite wine.
Placement
Tengu sits perched in the shadow of the zodiac, sharing placement in the quadrant that is also
home to Naga and Kirin. Opposing Tengu is Kitsune, his sibling who he loves to torment. Since
ancient times Tengu and Kitsune have had conflicts of personality with each other, but Kitsune
would forever try to curb Tengu’s intemperate nature. One day, when Kitsune had been imploring
Tengu since sunrise to try to see the world from her perspective, Tengu grew tired of listening to
her and shrieked, “If that is what you want, fine! I will see through your eyes!” With that, Tengu
plucked out Kitsune’s left eye. As he flew away, he laughed aloud and called, “Well, one of your
eyes at least!” This insult caused a rift between them that has yet to heal.
Here are typical views of the Tengu Bloodline on select Mythics:
Naga - The Blooded of Tengu appreciate that those of Naga are wise enough to know when to
leave them alone, and when their guidance is required.
Kirin - The Blooded of Kirin already know the punchline, so there is little point in playing the
games. For this reason they are some of the few people with whom the Blooded of Tengu can
have a deep conversation.
Fenris - For the Blooded of Tengu who revel in chaos, there is no more tempting path than the
carnage that is left in the wake of the Blooded of Fenris.
Kitsune - The Blooded of Kitsune also know that the world is a joke, but they refuse to take any
joy from the situation. They need to lighten up.
Siren and Evaki - Folk of the Bloodlines of Siren and Evaki are so preoccupied with planning for
the future that they forget to enjoy the beautiful moments that each day has to offer. They sway
this way and that, dreaming big dreams and forget that today may be their last. Though we warn
them, their tendency to look to the future without seeing where they are now is often their
undoing.
Bloodline
Those who have Tengu as their Patron are typically a little off, a little different from the society
around them. They are vagabonds on the road of life, freethinkers and free spirits alike, those
who will not be controlled or bound by the social norms around them. They are transgressors of
boundaries, those who defy convention; they thumb their noses at restriction and as their Patron
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does so do they revel in making others see things as they do, through deception and tricks if
necessary. Tengu leads his Blooded to act in ways both subtle and overt, and both the historian
who quietly nicknames a prominent hero of De Amand’s past “Pig-Faced Pierre” in the records
and the vandal defacing one of his statues are doing the work of Tengu.
Some of the greatest and most provocative artists ever to have been born are of the bloodline of
Tengu, and Tengu’s hand can be seen among the debauched ceremonies held in the Shell of
Atropos as well as in the pratfalls and japes of the jesters of De Amand. Among the guilds of
Incendium some of the most innovative and dynamic minds belong to those of Tengu’s children,
working theories and theorems that only such a mind could formulate. It is also said that the
feared anarchist of Incendium James Tulte and the mysterious assassin known only as the Ebony
Fist are of Tengu’s bloodline, and there are many tales of other madmen and villains who also
have Tengu's Blood laughing in their veins. Perhaps this is all part of Tengu’s great joke, or
perhaps not.
World Tree, the Weathered
“I Persevere”
World Tree stands upon a mosaic field of green and white. It is called the
Keeper of Tradition, First of the Forest, or Guardian of Determination, for
these are its domains.
Legends say that there once was a sapling that sprouted at the same moment
as the birth of a young wolf. The pup would play in its shade and sleep against its slender trunk.
As the wolf grew, it began to explore further and further from the young tree. Though the sapling
grew much faster than a regular tree, eventually the wolf started to venture out of its sight. In
response, the tree continued to grow far beyond the size of any others within the wood.
Whenever the wolf would turn from his play to look for home, he could always see the top of the
tree.
One morning, as the wolf was waking from sleep, the tree spoke to it. “Wolf, I have watched you
grow and explore and always I have watched. You have returned by instinct, but it is time for you
to know more. Our bond has granted me sentience, and I give that gift to you, Fenris.”
“You have been my world, and I thank you for this gift. I shall call you World Tree. Come with me
and see the world.”
“I can see it from here just fine, Fenris. I will keep this place safe so you always have a home to
return to.”
As Fenris continued to grow he continued trying to convince World Tree to explore and was
always told no. Fenris would travel further and further and stay away longer and longer until one
day he returned to the great tree. “World Tree. You gave me the gift of awareness and I am
grateful, but now I am aware of how alone I am, how I have no one to experience the world with
me. I only feel alive when I explore, so I am leaving. I will not return. You are stifling and I cannot
sit back in this world as you do. We shall never see eye to eye on this and I expect that we will
conflict often. Goodbye my old friend.” With that, the wolf turned and walked away.
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World Tree has continued to grow in an attempt to keep Fenris in sight. World Tree holds on to
the idea that one day Fenris will return and that when he does, he will find his home at the base
of World Tree’s trunk safe and secure as in the old days.
And now you know of the value of traditions, for at the base of World Tree there shall always be a
home.
To further understand World Tree, you must know that before Cassian’s Wall was complete, a
Gilghul force came into what is now the Protectorate and assaulted a small village. Most of the
villagers were followers of World Tree and they had made certain their home was protected and
strong, yet the forces of the Gilghul were more than their fortifications could hold against for
long. When it seemed the small gate into the town would finally fall, a woman named Esme
stepped forward. “Our Elder will not fall. This is our home and it shall endure. Our ways shall live
on.” With that, she took four others and waited at the gate to town. For hours they stood just
inside the gate, forming a line of defense. When the Gilghul forces finally crashed through the
gate, they were met with something more powerful than wood and stone. The enemy poured in
only to crumple against the wall of defenders. The battle at the gate raged on for days. When one
defender fell, the remaining stepped closer to the shattered gate to maintain their position until
only Esme remained in the frame of the gate, surrounded by the piled bodies of the enemy. As the
final Gilghul creature fell beneath her blade she let out a breath of thanks, then collapsed from
exhaustion and was no more. The healers claimed that from their examination, Esme had been
dead since shortly after the start of the battle. Such is the determination of the Blooded of World
Tree.
And now you know of the value of determination, for World Tree’s Blooded shall persevere.
Placement
World Tree stands firm in the light zodiac quadrant of the staunch Dragon and loyal Siren. It
opposes Fenris the Untamed. Since ancient times, those of World Tree have stood as defenders,
both physically as protectors of cities and mentally as the keepers of tradition. Their path is to
stand fast against their enemies, both the rabid forces of the accursed bloodline of Fenris as well
as the passage of time itself against the ways of the past. As staunch traditionalists, they have
aided Dragon in keeping order in the pantheon for as long as anyone remembers.
Here are typical views of the World Tree Bloodline on select Mythics:
Dragon - Though the Blooded of Dragon have gone, they will ever be part of our traditions and
our ways, and will never be forgotten.
Siren - Focused and tenacious, the Blooded of Siren are most valued by those of World Tree’s line,
for none are more dedicated in times of trial. World Tree is the root around which the waters of
Siren flow, each reliant upon the other.
Kitsune - To tell the tales in song and story, it is good to understand traditions and their roots.
The Blooded of World Tree and Kitsune are united in their effort to preserve the oral traditions of
this world.
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Fenris - Though the Blooded of World Tree hold out hope that those of Fenris will return, they
know the dangers that the Fenris Bloodline poses to the world and will do what is necessary to
protect Talvair.
Kirin and Chimera - The Blooded of the Mythics of so-called enlightenment focus so greatly on the
meaning of life that they forget what it takes to fight through each day while maintaining
important traditions through the generations. It is these traditions that teach us how to bring in
the harvest, how to enjoy a summer’s rain, and how to best skin a deer. If they took their nose
from their scrolls for but a moment, they would realize that there is much to be done and they
could be of greater assistance.
Bloodline
Those who have World Tree as their Patron are typically single-minded and focused. Some
choose a single task or duty and make it their purpose in life, though most find a broader area of
study to set their will towards. Tales of the Blooded of World Tree include those of a wall sentry
holding her position beyond her dying breath and of a wandering lore keeper who devoted his
life to making sure the young were taught the old ways. Though many choose to protect the area
where they first come into their Blood, others travel to see and defend the world at large or to
protect the forests and other plant life, seeing such things as all connected to the mighty roots of
World Tree.
Beyond this, the Blooded of World Tree tend to hold onto something that is rare in the other
Blooded, for they are both the root of tradition and the strong trunks from which come the pillars
to uphold society. World Tree is said to have been the first to instruct the Blooded in the ways of
law. Long have the children of World Tree and Kirin argued the benefits and merits of mercy
versus retribution. Just as a parent’s hearth is warm and comforting to a child who has been away
for many years, so too is the embrace of World Tree to its Blooded. Beyond all of the Bloodlines
(save for that of Fenris, before their fall from grace), the children of World Tree are a community
unto themselves and bring a sense of family to all the Blooded of Talvair.
Other Mythic Bloodlines
The following bloodlines are not available as player options, but are a critical piece of Talvair.
Chimera, the Crucible
“I Contemplate”
Chimera stands upon a mosaic field of
yellow and white. It is called the Lady of
Wisdom, Lord of Omens, or the Creature
of Illusion, for these are its domains.
Wisdom is what makes a poor
man a king, a weak person
powerful, a good generation of
a bad one, a foolish man
reasonable.
Long ago, before the Red Days, Kirin and Chimera sat together in the Halls of Enlightenment and
together delved into the great Mysteries. Everyone devoted to the arts of knowledge - be they
scholars or sages, wisemen or wizards, lorekeepers or logicians - came to them, and their
teachings brought light to the world.
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Then came the Gilghul and the untold years of war. Knowledge for its own sake had to give way to
the quest for newer, deadlier weapons and magic that would reduce whole worlds to ash. As the
conflict grew a rift formed between the two Beings of Learning, and the divide led to tragedy.
Kirin threw his weight into cultivating knowledge in the world, into lighting the fires of
innovation and intent, heedless of the consequences. Chimera argued for caution and discretion;
for not handing the Blooded weapons before they knew how and when (and when not) to use
them. Their frequent quarrels grew until confrontation was nearly inevitable. This culminated on
a dark day when the two met each other in the Halls of Enlightenment. Chimera sought to bar
Kirin from entering, saying that his intemperate sharing of knowledge would be the destruction
of Talvair. Kirin called Chimera weak, and countered that without the knowledge he shared with
the Blooded, the Gilghul would be the destruction of Talvair and many worlds beyond as well.
Kirin sought to push past Chimera, and the two fought fiercely on the steps of the Halls of
Enlightenment.
Kirin prevailed and cast Chimera down the steps, forbidding its return to the Halls. Chimera slunk
away, defeated and shamed. It found a new purpose in sharing wisdom with the people of Talvair
in order to protect them from the danger it felt was brought by Kirin’s foolishness. Since that
time, the Blooded of Chimera have continued to make their way in the world, but always with
caution, always from the shadows, yet always seeking the Knowledge that will allow them to
reassert their Patron’s claim to the Halls of Enlightenment.
Placement
Chimera stands in the light, bathed in the radiance of its zodiac companion Garuda and enchanted
by the music of Kitsune. Opposing Chimera is Kirin, whose inflexible reliance on facts leaves little
room for intuition and the mental reflexes that have allowed Chimera to survive through the ages.
Thought to be the wisest of the Mythics, Chimera has learned to take many guises in its pursuit of
enlightenment, and some whisper that its followers share this gift.
Bloodline
Those who have Chimera as their Patron are typically contemplative and introspective, for
wisdom is Chimera’s power and blessing. Chimera is the Lord of Illusions, and it is whispered that
his blooded share this gift as well. Wisdom governs their actions and deeds, but it may be a
wisdom that many cannot see. The Blooded of Chimera tend to take a slow and cautious approach
to any endeavor, be it an endeavor of action or inaction, and can frustrate many with their habit
of looking at an issue from both sides rather than taking a firm stand upon either. Their caution is
often mistaken for cowardice, but the truth is that they prefer not to make an important decision
without considering all of the elements involved, which can be a lengthy process. Chimera’s
Blooded are always mindful of the ancient conflict between their Patron and Kirin, and are
extremely guarded in any interaction with the Blooded of Kirin.
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Dragon, the Fallen Champion of Talvair
“I Defend”
Dragon once stood upon a mosaic field of purple and white. He was called
the Lord of Protection, Lord of Honor, or the Lord of Order, for these were
his domains.
In the darkest of nights, on the bloodiest battlefields, Dragon shone as a
beacon of light and hope. The fires of his power bolstered the troops,
maintained order, and engendered courage. In the times of terror, before the Phantasms came as
a barrier against death, it was the Blooded of Dragon who protected us. It is said that the rivers
ran with their blood during the Red Days, when every Blooded of Dragon we knew fell dead,
when every Blooded of Dragon who marched North was never seen again, when Dragon himself
took to the sky, the howling host of the Gilghul chasing behind him, never to return. We mourn
Dragon’s loss, for Dragon was the heart of Talvair.
Without exception, the most numerous legends across Talvair speak of Dragon. At times the
legends call him wise or chivalrous and at times they call him a terror, but always he defended
the land. Such times are gone.
Placement
Dragon once stood in the light as the greatest defender of creation. On his left and his right stood
World Tree and Siren. Opposing Dragon lurks Arachne, the great manipulator, who some call the
Lady of Lies.
Bloodline
Those who had Dragon as their Patron are dead or gone, and Talvair aches to this day with the
void of loss. Though their descendants serve other Patrons, the memory of the valor of the
Dragon Blooded will live on in the tales told from father to son, Dragon’s legacy upon Talvair.
Fenris, Stalker of the Wild
“I Explore”
Fenris stands upon a mosaic field of green and black. He is called the Lord
of Freedom, Lord of Travel, or Lord of the Wilderness, for these are his
domains.
With a howl of exhilaration, Fenris once blasted his way through the
wilderness of Talvair, followed closely by his family, his pack. They
traveled farther than any had ever roamed, reveling in the chaos around them, reveling in the
fight. Deep behind the Gilghul lines, his followers would tear into the enemy and then be away
before any counterattack could be managed. There was nothing Fenris loved more than his
freedom. They say the Blooded explorers of Fenris went farther than any other, and perhaps
explored their way into places better left untouched.
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Before the Barrier was raised, the Blood of Fenris took a nasty turn. Without warning, the
children of the Lord of Freedom turned upon each other and those around them in their rage, and
the screams of the dying rang throughout the night. Every Blooded of Fenris abandoned
civilization for the Hinterlands in that dark moment, their eyes filled with rage. They have not
returned.
Placement
Fenris hunts in the dark zodiac quadrant of Arachne and Evaki. He opposes World Tree the
Weathered, a stationary creature who will never know the hunt. To be Fenris is to be free.
Bloodline
Those who have Fenris as their Patron have faded into the wilderness and no longer enter the
Strongholds and villages of civilized man. They have become lost to us.
Naga, the Hidden One
“I Wait”
Naga stands upon a mosaic field of red and black. She is called the Lady of
Secrets, Lady of the Underground, or Lady of Servitude, for these are her
domains.
Long ago, before the Red Days, Naga lurked in the shadows outside of
Garuda’s great hall. As the rulers of men filed in to receive Garuda’s gifts and filed back out again,
Naga waited and watched and listened. Finally the people stopped leaving, and Naga slithered to
the door in time to hear Garuda grant his Blood to the seven paragons who remained within.
Smiling, Naga quickly pursued the last of the rulers who had departed at Garuda’s command. She
caught up with four of them, and told them of Garuda’s final gift to those who disobeyed him. She
sympathized with them; told them how sorry she was and how unjust Garuda was to give such a
gift in return for disobedience. The flames of jealousy licked the hearts of these rulers, and Naga
knew exactly how to feed those flames. And thus did Naga grant her Blood to the mortal races,
and the Power Behind the Throne came to Talvair, and from these men and women the downfall
of great Dynasties would be born.
Placement
Naga lurks in the dark zodiac quadrant watching thoughtfully from behind Kirin and Tengu, the
only Mythics who understand her. Naga opposes the ceremonial Garuda, not seeing the need or
purpose for his vacant and vapid displays.
Bloodline
While Arachne’s children weave plots and schemes as delicate as spider's silk, Naga’s Blooded
slither in the shadows and leave not even this subtle trace. When in the past Dragon’s children
raged and rattled sword, Naga showed her spawn how a choice word whispered in the right ear
could end more lives than any blade. While Garuda led his chosen to take the weight of the world
onto themselves Naga instructed that to do so made one a target, and that the greatest gift she
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could give her Blooded was the knowledge and instinct for self-preservation.
Those who have Naga as their Patron are typically thought to be advisors to those in power, but
there are many other serpents in the world and Naga is quiet about who she chooses to grant her
venom to. While some Blooded of Naga have ill intentions, most are just certain that their way of
doing things is the correct way. As long as the Blooded of Naga feel that they are in a position of
influence, they can be trusted to some degree, but can one ever really know if one is dealing with
a child of Naga or not until it is too late?
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The Dynasties and their Bond
There are five Great Dynasties, each thought to be named after one of the heroes of the Great
War. Each was given heavy responsibilities after the Red Days and is critical to the security of
Talvair. In some Stronghold political structures, the Dynasty you belong to strongly affects how
you will be treated in that place. There are also many families within each Great Dynasty (please
note that no player may start game bearing the family name that is the same as the name of a
Dynasty).
The Bond within a Dynasty is very strong and instinctual, even between distant cousins who have
never met. Culturally, loyalty to your Dynasty is extremely important and betrayal of someone in
your Dynasty is seen as a grievous offence and shows a lack of moral character, though it happens
from time to time, especially when the Mythic Bloodlines are in opposition.
For some, their Dynasty is a source of great pride and they proclaim their affiliation to all who
would hear. For others, their Dynasty allegiance is a private affair, and these people may even
take offense if an outsider pries into their affairs too closely.
Children are born with the inherited right to enter the Dynasty of their parents. If the parents are
of different Dynasties, the child may choose which Dynasty to enter when he comes of age and
undergoes the Dynasty Rite of Passage.
In some rare cases, an adult decides to leave the
Dynasty of their birth. When this happens, he
chooses another Dynasty to join and undergoes the
Rite of Passage, a complex bonding ritual unique to
each Dynasty. Elders are revered in the Dynasties,
for in times past few lived beyond their fighting
years.
Dynasties contain many thousands of people, most
of whom are not actually related to each other. At
times one Mythic Bloodline or another may hold
more power in a given Dynasty, but all the
Bloodlines are represented to some degree in every
Dynasty.
Dynasties play their cards close to their
vest. For this reason, people know very
little about Dynasties outside their own.
At the Ascendant forums online, the
majority of the Dynasty detailed
information is revealed behind the closed
doors of the password-protected Dynasty
forums.
For purposes of character creation, you
may wait to define the family you belong to
until after reading the secret Dynasty
information.
Every race is also represented in every Dynasty.
Families that are invented by PCs in
The major Dynasty families are large collections of
character histories have as much chance of
people who are often only distantly related to each
being used in plotlines as family options
other, but who share a name and certain goals.
provided by the plot staff.
Unless otherwise specified, every race is also
represented in every major Dynasty family. There
may be lines within a major family that are
exclusively of one race, however the fourth cousins of that line form another line that may be of a
completely different race while still being in the same family.
Throughout Talvair, most titles and even many appointments to the various councils, committees,
or guilds come through your Dynasty. This is true even within the Strongholds, though the
strength of each Dynasty varies Stronghold by Stronghold.
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Ashay Dynasty
While the Ashay have flourished in their home Stronghold of
Incendium, they tend to be relegated to the lower classes
elsewhere. They live in the poorer parts of many Strongholds.
However, they tend to be supremely informed about the little
things that go on within their cities; things that are beneath the
notice of many people but are critical to Stronghold stability.
Some consider the Ashay castoffs and have little respect for
them, while others greatly respect them for their skill with
information and for taking excellent care of their fellow Dynasty
members.
The Channing family within the Ashay Dynasty has made a name
for itself through its business of curatives and augmentations. They proclaim that they will repair
illnesses and abnormalities by any means necessary. The Channing have been known to provide
enhanced body parts using darker forms of innovation and are rumored to deal in dark alchemy.
Though they have been praised in Incendium for their creativity, folk from the other Strongholds
tend to be disturbed by this family’s progressive business ventures.
The Forsythes are perhaps the richest family of the Ashay Dynasty. They have made their fortune
scavenging and selling artifacts and lore from places most would not dare to tread. They are
strong practitioners of the magical arts and may be slightly touched since they claim to have
ventured to the other side of the world and back again, all with the Barrier still in place.
The Blackburg family is primarily a military house known for their tactics in scouting, flanking
maneuvers, and harrying the Salu-Venn when Dynasty armies are outmatched. Legends of battles
long ago say the Blackburg can move like ghosts through the darkness, and are at one with the
shadows. Rumors are that before the Barrier, the Blackburg were hired for secret, or some say
sinister, purposes.
The Tapley family travels the Strongholds giving healing and care to those who wouldn't have the
Tesserae to pay for it otherwise. Considered by some naive, the Tapley are well loved by the folk
of the land.
If there ever was an Ashay Family within the Dynasty, they either lurk deep within the underbelly
of Talvair, or they are no more.
The Ashay Dynasty is denoted by a black skull on a mosaic field of red, orange, and gold. The
Ashay tend to be most usually in agreement with the Vaedynn and most opposite in opinion from
the Lanakova, but such broad generalizations change drastically based on the situations and
people involved.
54
Enotar Dynasty
The Enotar Dynasty is the only Dynasty that still primarily refers
to itself in the old way by calling itself a Battle Clan. The Enotar
embrace their wild inner nature, allowing instinct and basic
drives to reign supreme. While some see this as a primitive
mindset, to the Enotar it brings peace. If the Enotar have food,
family, and a secure home, they tend to be content. Unfortunately,
such things are difficult to come by on Talvair.
In times past, six great families came together to form Battle Clan
Enotar and are strongly represented to this day within the
Dynasty. The first of these is the Naborenko, who are a clan of
mountain folk famous for their skill as woodsmen, hunters, and
scouts. They provide the core of the outrider units that patrol the area around Zakhar and give
warning of approaching enemies. They are unusually skilled with the bow. Archery is their
passion, but they are also renowned for their tactical acumen and the endurance that they show
in traveling the rough and hazardous terrain of the Hinterlands.
The Seikovski trace their line back to Barin Kovvar, said to have been Zakhar's blood-brother.
They are a fearsome host, renowned for their skill with the great sword. Nearly every member of
this family has served in the standing army of Zakhar for as long as anyone can remember. While
records are scant and the claim is difficult to confirm, it is said that more members of the Council
of Warlords have come from the Seikovski family than from any other. It is said that the
Seikovski family keeps the secret of an ancient blood ritual which grants them near
invulnerability in battle.
The Pashednik family and their farms account for nearly all of the agricultural production in the
area around Stronghold Zakhar. The reason for their dominance of food production is simple:
they seem to be the only ones with the knack for coaxing crops out of the thin, dry, stony soil.
Scholars and mages of great wisdom and power, the Zukarev family is involved in the dangerous
and lucrative business of locating and exploring ancient ruins. It is rumored that they have
amassed a great stock of powerful and mysterious artifacts from forgotten ages in the course of
their explorations. It is whispered they are skilled in the ancient magics of bloodoaths. The
Zukarev tend to the ranks of the Honored and the Avenged in the Great Crypt of Avaielon. Only
the Zukarev know the truth of the rituals that happen beyond the great basalt doors and of the
strange things that occur sometimes under the silent watch of the statues of great Enotar leaders.
The last of the founding families of the Dynasty are the T'silokov. The T'silokov family alone is
charged with the care of the fabled Hot Springs of Zakhar. The T'silokov family is unusual in that
family matters are decided by a Matriarch, Fyokla T'silokov. The restorative magics worked by
the healers of the T'zilokov family are said to be nothing short of miraculous. There are, however,
rumors that they are equally adept in darker arts best not spoken of, calling upon terrible powers
in times of battle.
The Enotar and Zakhar lines died out long ago, but occasionally the surnames are awarded as an
honor to members of the Dynasty who have been of great service. The Enotar Dynasty is denoted
by three black and white leaves on a mosaic field of green, blue, and purple.
55
Lanakova Dynasty
The Lanakova believe that if something is to be done, it should
be done with style and flash. They tend to be socially
aristocratic and sophisticated. Rumors are that the Lanakova
Dynasty rituals are some of the most elegant ceremonies in
Talvair. Of course no one knows the truth of this rumor but
the Lanakova themselves. The Lanakova don’t tend to be
overly nurturing to other members of their Dynasty since they
have a very competitive nature, though their loyalty to the
Dynasty agenda is unquestioned.
The family Lanakova is small and while its members are
always present to preside over ceremonial gatherings, they
are not often seen otherwise and many members of the
Lanakova Dynasty will go their entire lives without meeting
someone with the surname Lanakova. Of the other Lanakova Dynasty families, the Von Carlov
tend to take the lead in most of the day-to-day business of the Dynasty. This family is historically
aristocratic and its members are masterful artists of diplomacy and negotiation. Many Von Carlov
are obsessed with self-improvement and may augment their bodies with clockwork limbs or buy
expensive ointments to overcome or hide any blemish or deficiency, which leads to some
interesting Atropos fashion trends from time to time. The Contagion Dominus is a highly placed
position in this family, being the person responsible for the health and wellbeing of the family, as
well as being the most versed in all types of poisons and their antidotes.
Other Lanakova families of note include the Lothaire, the Fiacre, and the Adelpha. The Lothaire
are a family dedicated to military perfection. The instructors at the elite school of tactics in
Atropos, The Seminary of War, are exclusively of the Lothaire family. The elegant sisters leading
the Adelpha family are said to be able to stop a man in his tracks with a mere glance. Adelpha
gambling parlors throughout the Strongholds are popular places of entertainment in these
troubled times. The mysterious Fiacre are given a wide berth at social gatherings since their
patriarch, the powerful Orpheo Fiacre, is a master of the elite art of Necromancy. Rumors of
Fiacre grave robbing circulate from time to time, but anyone who knows the family dismisses
these as blatant falsehoods since no Fiacre would ever stoop to such menial labor.
The Lanakova Dynasty is denoted by a white crown on a mosaic field of red, blue, and gold. The
Lanakova tend to be most usually in agreement with the Phaidor and most opposite in opinion
from the Ashay, but such broad generalizations change drastically based on the situations and
people involved.
56
Phaidor Dynasty
The Phaidor are staunch defenders of the Blooded who strike in
battle with the deep conviction of the truly self-righteous. They
tend to take life very seriously. For all their battle prowess, they
can be a deeply mystical Dynasty with rituals both mysterious
and hauntingly beautiful. They put great store in personal honor
and can often lose themselves in philosophical thought. While
many criticize the Phaidor for being self-righteous and superior,
Phaidor are also generous and hospitable, especially to
outsiders. Phaidor are not Vaedynn, to smile at your face and
snipe behind your back; nor are they Enotar, to insulate
themselves from all but their own. Phaidor will freely offer you
their trust, but they expect you to handle it like the gift it is.
Once trust is broken, a Phaidor might never give it again.
One of the families included in the Phaidor Dynasty that is common among the Phaidor of
Stronghold De Amand is the Bondurant. This family believes that the rule of military veterans is
the only way a society should be run. The Bondurant men and woman all serve in the armies in
some way after their coming of age. Rumormongers whisper that
the line suffers a blood-curse, and each Bondurant is destined to
Some things are better
betray or kill the one they love the most. It may or may not be
off burned.
true, but the family practically never marries for love; all
marriages are prearranged by the Dynasty Patriarchs, often
Phaidor Adage
before the children are born.
Other prominent Phaidor families include the Fontaine, the Travere, and the Delateaux. The
Fontaine are oathsworn warriors who seem to grow stronger when defending something or
someone they are sworn to protect. Many have taken a vow of silence. The Travere specialize in
the sacred rituals of the Phaidor Dynasty. Many are members of the Body of the Penitent in
Stronghold De Amand and are strong practitioners of magical arts. It is said that the leaders of
family Travere have striking voices that can inspire both courage and fear. The Delateaux are
scouts who travel in bonded pairs and whose ability to travel behind enemy lines and return
unscathed are unquestioned. They are also known to have a blind eye turned towards their
actions by the Body of the Penitent when certain deeds have to be completed in a "questionable"
fashion.
While there once was a family with the surname Phaidor, this family is no longer. The leaders of
the Dynasty often take the surname Phaidor to honor the fallen.
The Phaidor Dynasty is denoted by a white sword on a mosaic field of gold, purple, and blue. The
Phaidor tend to be most usually in agreement with the Lanakova and most opposite in opinion
from the Vaedynn, but such broad generalizations change drastically based on the situations and
people involved.
57
Vaedynn Dynasty
The Vaedynn are fond of beautiful song and strong drink in
equal measure. They believe life should be enjoyed, for
tomorrow is not guaranteed. While some see the Vaedynn as
carefree fools, the Vaedynn take their fighting just as seriously
as their partying.
While usually outgoing, the Vaedynn can also be a private
people who believe in close relationships. In extreme cases they
can become suspicious and wary of outsiders, especially those
who wish to align themselves with the movements of the
Stronghold of the Mists.
The mystical Bianchi family, while they do travel, make their homes exclusively within the
Stronghold of the Mists. The Vaedynn family within the Dynasty is extremely close knit and
members of the family serve as the sole guardians of their beloved enchantress, the Matriarch
Audia Vaedynn. The Vaedynn family has
always ruled in the Mists.
We, bred of one small island in the west,
A little shrine of Freedom, far away
The Vaedynn Dynasty also has several other
We, who can bow at no strong tyrant’s hest,
families of note. The Cardozo is a family of
Bend low our heads in pride to thee to-day,
sailors with a dark reputation. They exhibit
For all unknown, a smiling babe at rest,
impressive skill with knives, both in games of
Within thy lowly manger Freedom lay.
dexterity and when throats must be opened.
Vaedynn Adage
Farstryde is a family of wanders and
wayfarers who are most comfortable when on
the move. The Farstryde have their roots as a people who take pride in guarding carriages and
baggage trains between the strongholds. The Tessera Consortium’s road-guards include no small
number of Farstryde. Santoro Farstryde himself was said to have sworn an oath in his childhood
after cutting his cousin in a fencing match to never again use a bladed weapon and most of his
lineage hold to this oath, using clubs and maces in place of swords.
Martel Salieri never felt at home in the Stronghold of the Mists, but his respect for Vaedynn
caused him to remain by his leader's side. The descendants who now bear Martel’s name share
both his constant feeling of slight unease with their ancestral home and his unwavering
dedication and loyalty to the Vaedynn Dynasty. The Salieri adaptability is one of their greatest
assets. As Martel Salieri wrote in his thesis on fencing “Be as the reed, not the oak. Bend in the
face of opposing wind and you may rise when it passes. Stand against it and in time you will fall.”
The Salieri tend to be a family of passion and of drink, of foppish behaviors and of outlandish
ceremonies, but there is a depth to them that most never see, a purpose that drives them. Wise
people know never to make too many jokes at their expense.
The Vaedynn Dynasty is denoted by a black cup on a mosaic field of red, orange, and green. The
Vaedynn tend to be most usually in agreement with the Ashay and most opposite in opinion from
the Phaidor, but such broad generalizations change drastically based on the situations and people
involved.
58
The Families
Any number of families exist within the Dynasties of Talvair. No player may start game bearing
the family name that is the same as the name of a Dynasty. Players may choose to play a
character from any other family in the Worldbook or create a family to best suit a character
concept.
To create a Dynasty family, players must choose the family’s bond to one of the Five Great
Dynasties.
Players also may choose to add details about their family including any Races or Mythic
Bloodlines that are and are not typically part of their Family, a Mosaic representation for their
Family, any differences between their Family’s views and that of their Dynasty, general Family
location, and so on.
Those without a Dynasty
Dynasty Magical Rituals and Protection are the
inherited right of every member of the Great Dynasties
on Talvair, though certain individuals choose to walk
away from their Dynasty. Some attempt to join another
Dynasty, usually doing so only after proving themselves
to their new Dynasty through stringent trials. Some
choose to wander, skirting the domains of the Dynastyled Strongholds of protection. While individuals may
not claim association with a Dynasty, they are usually
welcomed back if they choose to once again proclaim
their Bond.
Those who choose to walk away from their Dynasty ties
completely are significantly disadvantaged in the world
of Talvair.
While your character may choose to be disassociated
from a Dynasty, this does not affect character creation
abilities that may be purchased. However, this choice
will significantly affect your character’s ability to
perform cooperative Dynasty Rituals or Arts in-game.
The Battle of Shuh Lien
Within my heart I hear the cry
Of loves that suffer, souls that die,
And you may have no praise from me
For warfare's vast vulgarity;
Only the flag of love, unfurled
For peace above a weeping world,
I follow, though the fiery breath
Of murder shrivel me in death.
Yet here I stand and bow my head
To those whom other banners led,
Because within their hearts the Dynasty
Of Freedom's summoning trumpets rang,
Because they welcomed grisly pain
And laughed at prudence, mocked at gain,
With noble hope and courage high,
And taught our manhood how to die.
Praise, praise and love be theirs who came
From that red hell of stench and flame,
Staggering, bloody, sick, but still
Strong with indomitable will,
Happy because, in gloomiest night,
Their own hearts drummed them to the fight.
59
The City-State Strongholds
As it became clear that the Great War must push east of Cassian’s Wall, the military leaders sent
forth their most valiant fighters while the supply lines remained safe behind the Wall.
Four base camps were formed from which the
armies fought to end the war, each in a different
region of the eastern lands. After the Red Days, the
Dynasties recovered at these camps, fortifying the
Strongholds east of the wall should the need ever
arise again.
Artistic images of each Stronghold and its
culture and typical fashion can be found on
the Ascendant online forums.
A fifth Stronghold known as Incendium was formed, dedicated to innovation and progress.
The area that the Strongholds defend is known as the domain of the Stronghold. Each Stronghold
was given charge of holding the land and defending the people within its domain, leaving
individuals free to travel as they see fit.
These Strongholds became hubs of trade, governance, and activity, with each of the Dynasties
represented in each Stronghold to varying degrees. Within each Stronghold, one of the five
Dynasties placed a Mosaic of Victory and Remembrance, that their fallen dead might find peace at
last.
Over time, each Stronghold developed its own unique culture that tends to leave its mark on
travelers from that Stronghold.
While each Stronghold is home to the Mosaic of one of the Great Dynasties, citizens from any
Dynasty may reside in any Stronghold.
Individuals from the great Dynasties may also choose not to reside in any particular Stronghold
and instead wander the lands. While they are within a Stronghold’s domain, they may access the
protection of the Stronghold through the right of their Dynasty Bond.
60
Stronghold Atropos
Stronghold Pennant: Black iron gate
on a field of gold.
Cultural Stereotypes: Gothic
Warlords, Crafty Merchants, Voodoo
Witches, Eerie Nobility
Atropos is often said to be the
most beautiful of all the
Strongholds. If art is anywhere
east of the Wall, it’s here. Atropos
is divided by two elegant but
heavily fortified ringed walls
known affectionately as the
Curtains of Fate. The outermost wall surrounds the
entire stronghold while the innermost wall divides
the inner and outer cities of Atropos, which are often
referred to as the Heart of Atropos and the Shell of
Atropos, respectively.
The Child Impaled
Beside the path, on either hand,
To keep the garden beds,
The rusted iron pickets stand
Thin shafts and pointed heads.
And straight my spirit swooping goes
Across the waves of time
Till I’m a little boy who knows
A fence is made to climb;
And bed and lawn and gloomy space
By thicket overgrown
Are wonderlands where I may trace
The beckoning Unknown.
But O the cruelty that strikes
My elder heard with dread
The writhing form upon the spikes,
The trickled pool of red!
The Heart of Atropos is full of masterworks of
So, every day I pass and see
intricately wrought iron, icy white marble statues,
The fence the urchin scales,
and sprawling buildings made of the same white
The little boy stands up in me
marble. The heads of the Lanakova Dynasty have
To curse the iron rails.
estates there, and all of that Dynasty's most
important business is conducted in Atropos. The
estates are lavish and generally consist of a large manor house with a number of smaller
buildings on the premises which house relatives, guests, and servants. Each ranking member of
House Lanakova hosts a gathering at his or her home periodically. To the untrained eye, these
gatherings are heavy on pageantry and light on substance, but those who understand such
machinations can tell who is gaining or losing power and favor by the complex interplay of
seating arrangements, who is served which wine, etc., and gaining an invitation to one is an
essential step for anyone who wants to have influence in the city or with the Lanakova elite.
In the exact center of the stronghold there is a great hall built of black volcanic glass, standing in
stark contrast to the miles of white marble structures surrounding it. It is called Akheron's
Cenotaph and it holds twelve lavish apartments arranged in a circle around a great audience
chamber. The apartments are the ceremonial residences of the members of the Council of Legates
of Atropos. There is one member to represent each Mythic bloodline, though of course the Dragon
seat has been empty for many years now. By ancient tradition, the rooms within Akheron's
Cenotaph are the only place in Atropos where no assassinations may be attempted, so that the
members of the Council of Legates can carry out their duties in relative peace. Regular meetings
are held in the members' apartments on a rotating basis, but every new moon the Council of
Legates convenes in the central audience chamber to hear issues that are brought forth by any
resident of the Stronghold. The Lanakova Dynasty Mosaic is inlaid in the center of the chamber
floor, and its majesty lends a sense of solemnity to the proceedings.
61
The relationship between the Council of Legates and the Most August Doyen Conclave, commonly
referred to as “The Conclave”, which rules the Lanakova Dynasty, is a topic of great speculation in
Atropos. What is certain is that the Lanakova are the power in Atropos, and the Council of
Legates would be wise to remember that.
The Shell of Atropos is more gritty and less wealthy, but no less invested in pageantry. The less
successful assassins, merchants, artisans, laborers, and thieves who make their homes in the Shell
are flamboyant and carefree, providing a stark contrast to the restrained elegance of the Heart.
While the upper echelons of society host their parties, there are raucous street festivals in the
Shell. During these festivals, the members of the complex system of guilds and gangs that
emerged in Atropos after the Barrier rose jockey for power much as the aristocrats do. Visitors
and tourists are tolerated, but if you stay in the Shell for much more than a week you will
probably be asked to explain yourself to a heavily armed member of whichever Guild holds sway
over the area. These Guilds maintain a stranglehold on the local economy and no merchant would
dare to operate without their blessing. The aristocrats of the Heart are said to despise the leaders
of the Guilds, but the system became so entrenched after the Barrier rose that there is nothing to
be done about it now short of razing the Shell (which is an idea that has been entertained by a
number of the nobility of Atropos).
It is often jokingly said in other Strongholds that if you are going to visit Atropos, you should
bring a food taster or twelve with you. While this is not a completely unfounded statement, the
residents of Atropos are much more likely to be targets of poisoning than any visitor would be,
and as it is considered extremely poor form to create collateral damage in poisoning, most tavern
food is safe.
Crime and Punishment
The legal system in Atropos is unlike any other on Talvair, thanks to the influence of the
Lanakova Dynasty. Ever pragmatic, the Lanakova have organized and regulated nearly every
crime imaginable, from pickpocketing to murder (more properly called assassination, of course).
Each type of crime has one or more Guild that practitioners of the crime are required to belong to.
The city sets firm limits on the quantity and magnitude of crimes that are allowed, and most
Guilds have a system that allows citizens to pay a reasonable fee to ensure they are not
victimized. This system is so advantageous for the Guilds that the city never has to worry about
punishing unlicensed criminals – the Guilds take care of that more quickly than any police force
ever could. The Assassins’ Guild is particularly touchy about any unauthorized killings, and any
fool who presumes to carry one out is never seen again.
Fashion
Residents of the inner city typically dress in elaborate corsetry and other binding clothing with
fashionable straps and buckles, as well as silk or lace embellishment.
The outer city dress tends towards very brightly colored clothing with lots of trim, fringe and
tassels.
62
Stronghold De Amand
Stronghold Pennant: Stylized fleur-de-lis on a field of blue with silver accents.
Cultural Stereotypes: Medieval Templars, Honorable Blacksmiths, Fair Maidens,
Valorous Bards, Unrequited Lovers
High in the mountain passes, with broad sweeping views of the surrounding
approaches, Stronghold De Amand stands proudly as the strength of the
region. The domain protected by this Stronghold is riddled with caves and
hidden canyons containing any number of military advantages for those who
know the lay of the land.
The stronghold is formed of tall, thick stone walls crowned by twelve sturdy
towers, each built in reverence to one of the twelve Mythic Bloodlines. Each
tower has a bell and each bell rings a different note. One bell ringing denotes
a call for that Bloodline’s attendance in the large central courtyard. When all
of the bells ring it can be heard far and wide across the countryside in times of conflict, as a
warning for the people to head for the walls of the city. Entrance to the towers is only granted to
those of the tower’s Bloodline, and it is considered a great honor to be granted entrance. The
mysteries of each tower are secrets greatly speculated upon and closely guarded by the
Bellringer’s Guild. In recent days, it has been said that on still nights the wail of a grieving woman
can be heard echoing from the Stronghold’s Tower of Evaki.
The most talked about day in all of the history of Stronghold De Amand was the Day of the Eleven
Bells. The war was going poorly and De Amand had been under siege for many moons. The
people were desperate but took solace in the rare chime of the bells, a reminder of Mythic
protection. That day the bells rang one by one, starting with the Bells of World Tree and Fenris
striking a chord, and the sound began moving clockwise. When it came time at last for Dragon
and Arachne to be called, a horrible clangor sounded through the air. With a great shake, the
Tower of Dragon glowed with blinding red light and the Dragon’s bell cracked. When the people
of De Amand looked around, those of Dragon’s Bloodline had perished. Ever since that day, when
the bloodlines are called to the keep, the bell of the Dragon is still rung with the bell of Arachne,
causing the disjointed chord to remind everyone of the great loss and discord in Talvair.
Upon the death of the Dragon Bloodline, mourners
devoted to World Tree and Siren dedicated a memorial to
Dragon’s sacrifice. In the throne room of Stronghold De
Amand they placed a pool of water with a great willow
tree rising from its center. It has become tradition upon
entering the throne room to touch the water and trace
the path of tears upon one’s cheek in reverent memory
and mourning.
Those who will stand fast with
me in battle become my family
- Stronghold Proverb
Leadership
While the De Amand throne room is undoubtedly one of the most beautiful places in the
Stronghold, the War Room of the Hyaline Circle is the most active. It is here that the lords of the
Stronghold plan for the defense of their people. Standing proudly in the entrance of the War
Room is the Mosaic of the Phaidor Dynasty. It is said that the Mosaic is placed in the War Room
for a strategic reason, and is more than just ornamental. In times of conflict between members of
63
the Stronghold leadership, two champions will fight upon the Mosaic. The one who lives will
have the conflict decided in his favor. The deathblood of the other pools upon the mosaic,
staining the conflict into the form of the Phaidor sigil.
The stronghold is ruled in a strict and structured order that is the hallmark of military discipline.
The ruler is termed the Prince out of reverence for the missing King Amand Phaidor, who was the
city’s founder and who disappeared mysteriously over fifty years prior. The Prince has absolute
authority over the Stronghold and the region it protects. Upon the death of the Prince, the next
ruler is determined by the Hyaline Circle. Thus far, the next Prince has always taken the name
Phaidor and has been a member of the Circle. The Circle is made up of the Warrior General, the
Citizen General, one member of each Mythic Bloodline, and other various representatives as
situations dictate need. Most are also members of the influential Phaidor Dynasty. The rulers of
Stronghold De Amand are protective of all people who reside in the domain of the Stronghold,
and are welcoming of newcomers seeking shelter within reason.
Every Citizen has the right to choose a current Circle member to represent their interests when
necessary. The Hyaline Circle meetings are not public, but selected representatives may request
or be invited to observe. Once a year, on the Day of the Eleven Bells, there is a formal Circle
meeting that all Citizens of De Amand may attend. A member of any Dynasty may become a
Citizen of De Amand through permanent residence and committed service.
The Warrior General and the Citizen General stand just below the Prince in terms of authority,
but their primary focus is on the De Amand Stronghold. The Warrior General is in charge of the
protection of the Stronghold and the Citizens, the training and deployment of all protective and
fighting units, and the Emissaries and Ambassadors that travel to and from the other
Strongholds. The Citizen General is the top authority on all things within the Stronghold,
including allocation of resources, trade, the schooling and training of children, and population
health and well-being.
The First Tactician is in charge of all battle strategy and training in De Amand. Most students
recall their studies under the First Tactician with a mixture of affection for the teacher and relief
that the lessons are past.
The Body of the Penitent guides all matters of the Bloodlines, dedicating one season of the year to
each of the Mythic Houses, and carefully tracking which Patrons are “in ascendance.” Those of
the chosen Mythic Bloodline oversee all ceremonial Rituals
in their days of ascendancy. While the Body of the Penitent
Cowards die many times before their
is most commonly found in De Amand, they have begun
deaths. The valiant never taste of
travelling throughout the lands, ensuring proper reverence
death but once. - Stronghold Proverb
for the Patrons is observed.
The Bellringer's Guild is a secretive group in charge of all
the Mythic Towers in De Amand, keeping the Towers secure and ringing the Bells for each Mythic
at the appropriate time. Since the loss of Dragon and Fenris, there are no Blooded members of the
Guild to enter their Towers. No one outside the Guild knows how the bells in those towers ring,
but ring they do. The discordant clangor of Dragon’s bell is a sound that is not easily forgotten.
64
Daily Life
Inhabitants of Stronghold De Amand’s domain value loyalty, discipline, and determination. They
are deeply spiritual and have a strong reverence for Dynasty Bonds and the ties of Mythic
Bloodline. Typical clothing in the region ranges from surcoats, armor, and formal attire for the
folk of the Stronghold proper to the simple and sturdy linens of the mountain folk.
Deep in the mountains with little access to fertile land, the simple folk live and die with their
herded livestock. Mountaintop stockades defend from predators and militia patrol from flock to
flock. These herders tend towards the superstitious and strange highland customs have
developed around how to properly show reverence to one’s Mythic Patron. It is said that several
of these customs have been openly denounced by the Body of the Penitent, though details are
hard to come by.
Most people in De Amand reside in small tiered homes that seem to grow from the rock itself. It's
rumored that each home has a secret hatch leading to tunnels that run down into the mountain,
should the family be in danger. If such tunnels do exist, they have never been needed. Citizens of
De Amand are immensely proud of the fact that their Stronghold has never been captured. The
rest of the Citizens live in the hills surrounding the Stronghold itself, under the protection of a
garrison of soldiers. Farming is difficult at such a high altitude, so the majority of holdings raise
livestock rather than crops. Leather tanners and metalsmiths are also common.
Trade is always lively in De Amand because the Stronghold sits at the beginning of the Hyalon
Passage, a heavily traveled road that cuts across the heart of the country. Merchants travel huge
distances to buy De Amand leather, and bidding wars are common. De Amand artisans create
works of great beauty, but each and every item will always have a purpose. An etching of World
Tree will grace a silver serving dish; never framed to simply hang on a wall. It's difficult to find a
De Amand-made necklace, but a cloak pin or sword hilt will be exquisitely detailed.
Holidays
The Day of the Eleven Bells starts with the greatest solemnity, and ends with the highest
jubilation. It begins with the March of the Initiates, when all Phaidor who have turned 18 in the
past year walk in silent procession across the main courtyard and into the Hall of the Council.
While they are inside the people of De Amand conduct their day in silence to commemorate the
sacrifice of Dragon. Later in the day the Initiates emerge as full members of the Phaidor
Dynasty. Citizens of De Amand all stand reverently as the bells in the Mythic towers ring in turn,
ending with the clangor of the cracked Dragon chime. The day ends with a large feast where the
newest Citizens serve the rest of the Dynasty. It's tradition for those feasting to make the new
Citizens work as hard as they can, running from table to table.
The Body of the Penitent governs each Mythic celebration at the proper time. For any particular
celebration, the day begins with that Mythic's bell being rung and the Blooded of that Mythic
gathering in the courtyard. After that point celebrations may differ, but they usually include
games, theatrical skits, and gift-giving.
On the Day of Falling Gates, all De Amand children above the age of five are led out of the
Stronghold for a picnic on a nearby hill. While they are gone, the adults pile up branches and
other detritus in front of the gates, blocking the entrances. The children are given wooden swords
and staffs to "break in" to the Stronghold, just as their ancestors broke back in to save De Amand.
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Once the barricades are cleared, the children rush up the paths and into the main courtyard,
where the adult "prisoners" rejoice at their "liberation". The day ends with a feast and dancing in
the courtyard.
Discipline
While Stronghold De Amand is the most defensible of the Strongholds due to its superior location,
the Stronghold’s remote severity is also reflected in the inflexible nature of the city’s inhabitants.
For people of De Amand, military law was simply a way of life and the only reasonable way of
existing, until recently when the Great War came to an end. Instead of chafing under restrictions,
people of De Amand tend to take great pride in the thickness of their walls and the strength of
their people, for even the very young are taught to fight. A key sign of someone who won’t
remain in this stronghold for long is someone who dislikes abiding by the rules.
Discipline is strictly enforced, and punishments for those who violate the fundamental rules are
severe. Lives are rarely wasted, for the war has taken enough Blooded, but it is commonplace to
see red scarred brands on the back of the hand indicating specific crimes committed. The brands
are added in such a way that neither magic nor strength can remove it. The majority of criminals
do not go beyond a first offense.
Those branded are also required to tell the history of their crime and the lessons they've learned
from it to anyone who asks. This is not meant to humiliate the person, but to illustrate that they
have received justice, proven themselves worthy, and have been accepted back into the fold. Even
some high ranking Dynasty members wear a brand and have openly discussed their past crimes,
almost with a hint of pride. It is not uncommon for a visitor to De Amand to see a branded Citizen
surrounded by Phaidor children, telling the story of their crime, branding, and re-acceptance
almost like a bedtime fable, complete with a moral for good behavior.
Repeat offenders are relegated to indentured servitude and are given fair opportunity to earn
their way back into society. The ultimate punishment is to be termed Derelict. The Derelict are
ejected from the Stronghold’s domain with only the clothes on their back and a piece of rope to
hang themselves. The family of the Derelict goes into mourning and people will visit to give their
condolences on the death of a family member. There may be a few Derelicts who have survived,
but citizens of De Amand refuse to acknowledge them.
Though it would seem that the people of De Amand would take the brands as marks of shame,
many rise above their past and wear their mutilations as a warning to others and a sign of
learning.
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Stronghold Incendium
Stronghold Pennant: Clockwork spikes on a field of red with copper and black accents
Cultural Stereotypes: Spunky Explorers, Victorian Philosophers, Steamworks
Guardians, Quirky Inventors
There are many beautiful places on
Talvair - places where the sky is clear
blue and the trees are bright green,
places where people work and live by
clearly detailed laws, places where
the buildings are neat and the streets
are laid out in a well-organized
fashion. This is not one of those places.
The very essence of the creative is
its novelty, and hence we have no
standard by which to judge it.
-
Stronghold Proverb
The Stronghold of Incendium has no shining sky; it is blotted out by the
smokestacks that belch ash and fire every hour of every day. There are no trees within fifty miles
of the city; they have been cut down to feed the insatiable furnaces. There are laws, but they are
as murky as the river water that flows out of the city - intention and innovation are so important
that it is not unheard of for a man to complain about a neighbor making unreasonable amounts of
noise in the middle of the night, only to find himself fined for impeding his neighbor's progress.
There are no neat rows of houses; they are a hodgepodge of building styles and materials, with
improvised additions and hurried repairs to areas that might at some point in time have been
blown up in a completely unforeseeable manner by an innocent inventor with nothing but good
intentions. The walls in the city are not to preserve the inhabitants from outside attackers; rather
they are to protect anything outside the walls from the infinite number of things that can go
dangerously wrong inside. This is Incendium, where all things burn: passion, paraphernalia, and
on bad days even people.
The Fires Never Die
It is said that in Stronghold Incendium the fires never die. This is a statement born of false belief,
of the superstition of outsiders, but it is in part true as well. Fire is the heart and soul of
Stronghold Incendium, you see, and a part of this lies in the Fire Branded, those strange men and
women who bear the gift of control over living flame. They are gathered and trained from a young
age in their innate talents and set to one specific purpose in life, to keep the Fire burning. No, not
the fires of the furnaces and the foundries, no, for such petty and meager work is the task of
lesser men. The Fire Branded have a higher calling, and they work to keep a different sort of fire
ablaze within the heart of Stronghold Incendium. Think on it. The very name of the Stronghold
itself is a clue to it! The flame at the heart of Incendium, I have never seen it, but all who dwell
there have felt it, the pulsing and steady burn that haunts your sleep and lurks in the corners of
your waking mind. We all have our theories, we all have our suspicions, and we all think we know
the answer to the mystery of the Flame Eternal, but only the Fire Branded may know for certain,
and we all know they are silent on the matter.
Me? Well child, I have lived a long life, and I can think of only one thing that can burn as brightly
and for as long as the Flame Eternal has been known, for it is said to predate the Stronghold itself.
They are burning something very special down in the depths of the tunnels, child, and that is our
passion! Think on it! Nowhere else on Talvair is such innovation as ours seen, nowhere else is
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such magic as ours joined with ingenuity to make something greater than the two parts. It is our
spirits that dance within the Flame, and they forge us with their secret chants and rites down
there and quicken our souls so they can make more and more wonders! And then, well, you have
seen what happens to the automatons when they are set to work too fast, haven't you child? They
are burnt out from the inside, and fall apart. Think on that, when next you set yourself to a project
for one of the Workshops. I for one know that I will not allow myself to be devoured by these
flames any longer, and I encourage you to join me in this! Let the Flame die!
~The Writings of James Tulte, known anarchist and wanted criminal within Stronghold
Incendium.
Nuts and Bolts: The Guilds
The Stronghold is governed by the Ashay Dynasty, although "governed" may be too strong a
word. Rules, regulations, and the other trappings of government are an afterthought in this
Stronghold. When such tedium must be dealt with, there is an Ashay inventor who sits at the head
of a Guild Council of five respected Ashay craftsmasters. More often than not, council meetings
deviate to discussions of the latest exploration, innovation, or discovery.
As in every Stronghold, all of the people of Incendium are trained for war in some manner or
another. Those who are the most innovative tend to rise to positions of leadership through their
merits, though it doesn't really matter who does what since most people of Incendium have a
strong sense of community and will do whatever they can to help their neighbors and the
Stronghold as a whole. It is not uncommon to see someone stop on the street to repair a broken
steam pipe they happen to see when walking by.
Those who live in the city are spread into five working Guilds: The Collegiate of Innovation, the
Workshop of the Makers, the Guild of Exploration, the Movers' Alliance, and the Finder’s League.
Each group has a specific function and utility inside of Incendium, and each has its own burning
for something.
Those who live in Incendium are welcome to join the Guilds, but are not required to do so. Guild
membership requires a petition and an evaluation by the Guildmasters. The current
Guildmasters of Incendium are:





The Collegiate of Innovation: Guildmaster Wendell Channing
The Workshop of the Makers: Guildmaster Stuart Wellington
The Guild of Exploration: Guildmistress Adelaide Tapley
The Movers' Alliance: Guildmaster Nigel Forsythe
The Finder’s League: Guildmaster Marcus Blackburg
Those accepted into the Collegiate of Innovation, called Innovators, have a passion for ideas and
are constantly dreaming up new creations that could (theoretically, at least) be used for
innumerable purposes in the Stronghold. Until recently, any invention that went further than just
being dreamt of was focused on the war effort. Now that the war is over and the Barrier is gone,
the Innovators are alive with new ideas.
Those in the Workshop of the Makers are charged with bringing the ideas of the Innovators to
life, and they take this charge very seriously. They never turn down a project and always seem to
know the right angle from which to attack a problem. The Workshops have been bustling with
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activity at all hours of the day and night since the Barrier fell, as the Makers scurry to keep up
with the influx of ideas from the Innovators.
The Finder’s League is tasked with resource identification and acquisition. They perform initial
scouting efforts and mark areas for further excavation or cultivation. The Finders were becoming
desperate before the Barrier fell, as most deposits of ore had been found and mined, most
accessible forests had been logged, and there was nowhere left to look without infringing upon
the territory of another Stronghold. Now that the Barrier is gone, the Finders are a vibrant,
thriving organization once again.
Those of the Movers' Alliance make things happen. Movers figure out how to get ore out of the
ground and into the city, how to transport goods for export, how much should be paid for
supplies from other Strongholds, and countless other things that are essential to the function of
Incendium. A good Mover always knows what needs to get done and how best to do it. While their
role may seem less glamorous than others, one of their less publicized duties is figuring out how
to make use of inventions that are produced by the Makers. This puts Movers in the enviable
position of almost always being the first ones to actually see a new invention in action, and
membership in the Alliance is therefore highly sought after by many residents of Incendium.
The Guild of Exploration is a strange self-contradiction - they are the people who burn with
insatiable curiosity, but have little talent for the inventive process that is the core of life in
Incendium. Explorers make up for this deficiency by seeking out the most dangerous places of
Talvair: ruins filled with powerful artifacts, deep crevasses that could hold rich deposits of metals
or gems, and even the outer edges of the Neverwood, where any number of miraculous or deadly
things may be encountered. Thus, while they are probably the least representative of the true
nature of the Stronghold, they are also the most apt to travel and are therefore often the basis of
outsiders' perceptions of Incendium.
The Ashay seem to be led by someone known as the Ivory Protector, a Blooded of Garuda. He
wears an ivory mask and has lived in Incendium for as long as anyone can remember. While the
Guildmasters are the rulers of Incendium, they tend to be so preoccupied with progress that it is
actually the Ivory Protector and his staff of clerks who ensure the City runs smoothly.
The First Flame
The only structure in Incendium that could be said to be more beautiful than functional is the
huge dome of glass known as the Eye of the Firestorm, where the Fire Branders work to keep the
First Flame from going out. It is beautiful, but the people of Incendium universally agree that like
everything in this Stronghold it serves an important purpose. Unfortunately, the agreement ends
there and there are hundreds of theories among the populace as to why the Eye is so important.
The only thing that is known for certain is that this is where the Mosaic of the Ashay Dynasty is
housed, with the dome allowing it to glimpse the sun.
The Fire Branders who maintain the Living Flame in Incendium report directly to the Ivory
Protector. Since the Barrier has fallen, the Fire Branded have been seen more and more often
upon the streets of Incendium, traveling with urgency to this Maker’s shop or that. The Makers
Workshops are also more harried since the Barrier came down, for it seems that many of the
inventions that safeguard Incendium have stopped functioning correctly.
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Incendium needs huge amounts of cooling water and thus was built near the sea. Until recently,
Incendium was cut off from the other Strongholds by a combination of the Endless Sea, the SaluVenn, the Canyon of Last Lights, and the Barrier. To export their many innovations, inhabitants of
Incendium engineered the widest road in all of Talvair from the northern gate of the Stronghold
to the very edge of the Canyon. There, the great Maker Korunn led the construction of the massive
bridge that bears his name. The bridge offers beautiful views of the Mnemosene Falls crashing
into the depths of the Canyon below. Incendium has developed a highly symbiotic relationship
with the Stronghold of the Mists, whose merchants provide ships to carry Incendium’s goods to
the rest of the Strongholds after the merchandise crosses Korunn’s Bridge. Now that the barrier is
down, Incendium's placement gives it great potential for becoming a southern center for trade.
The Tessera Consortium has encouraged Incendium’s inventors to develop ways to convert their
many innovations for war into peacetime uses.
It is known that certain of Incendium’s greatest innovations only work within the domain of the
Stronghold. While there are many theories as to why, the cause is not known, at least not publicly.
This phenomenon allows for a measure of security within Incendium’s domain, since their
greatest creations help to keep them safe.
Customs and Holidays
A festive and well-known holiday is the “Dies Excogitagio” – a great fair displaying works of
progress and discovery where members of all the different guilds in Incendium come together to
compete and be judged for their inventions and innovations. In Incendium, the event occurs
yearly, with respect, rank within guilds, and rare materials at stake for the winners.
Crime and Punishment
There is no greater crime in Incendium than impeding progress in any manner. An experiment
leading to contamination and death, for example, is considered perfectly excusable if it leads to
progress. The vilest of crimes in Incendium is sabotage, which will quickly lead the perpetrator to
being blacklisted from all Guilds.
Fashion
When they are at home in their Stronghold the people of Incendium are far more concerned with
whether a jacket has enough pockets than with whether it is last season's style. They tend to
dress for function and efficiency and will often not bother to clean their clothes if they know that
they will just get dirty again within a few hours. A new, and some say highly irregular, fashion
movement has recently gained momentum in Incendium with the stated aim to "bring high
society" to the Stronghold. While this effort has been met with disdain by most of the general
populace, the movement is gaining momentum, as many new ideas do in this volatile place.
When they travel, residents of Incendium are more mindful of the perceptions of outsiders. Their
clothes still tend towards function over fashion, but they will take some pains to be presentable
(unless they are working on an invention, in which case all bets are off). Some residents of
Incendium, most notably merchants and Explorers, wear more decorative versions of the
functional clothing that is common, combining the industrial functionality of leather, buckles, and
sturdy boots with the elegance of corsetry, laces, fitted coats, and the occasional silk top hat.
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Stronghold of the Mists
Stronghold Pennant: Setting sun in the shape of a ship’s wheel on a field of orange
with black and white accents.
Cultural Stereotypes: Dashing Swashbucklers, Mystical Enchantresses, Renaissance
Poets, Elegant Privateers
As one travels through the forests, marshes, and bogs that constitute most
of the Hinterlands, danger is never far away. There are terrors here, and
life within this rugged and violent land is a hard one. Yet for all of the
monsters and the fear that this land has, there are places of wonder and of
joy as well. Bards sing of the Groves of Telestra, where the maidens who
guard it will reward heroes who discover it their pick of any of the fruits of
promise, and of the Winnowing Well, where wisdom may be found, and if
one can survive the descent through it they will find themselves in another
world. While these and most other
tales may be simply legend or
If a man knows not what
misplaced hope there is one place of
harbor he seeks, any wind is
peace within these wilds that is very real and true, and this
is the Stronghold of the Mists.
the right wind.
- Stronghold Proverb
While other strongholds are massive manses of stone and
steel, from the great bell towers of Stronghold De Amand to
the ringed walls of Atropos to the smokestacks of
Incendium, the Stronghold of the Mists is instead a rambling and haphazard collection of
buildings that sometimes stands within a protected motte and bailey design, and sometimes not.
The protection of this Stronghold lies with its mobility and the dangerous marshes surrounding
it. If Atropos could be called cosmopolitan then the Stronghold of the Mists could be described as
primitive, but such a base designation would not do justice to the people and the magic that are
found within. Certainly when compared to harsh, winterbound Stronghold Zakhar, the
Stronghold of the Mists is a place of elegance and summer's light. The people of the Mists can find
joy in the harsh reality of their life, but tend to be wary of outsiders.
The Vaedynn Dynasty is strongly tied to the Stronghold of the Mists. Matriarch Audia Vaedynn, a
powerful sorceress, has committed her Dynasty to the protection of the domain and the people
who live in the Stronghold of the Mists. She rules both the Vaedynn Dynasty and the Stronghold
through an informal court and is revered by her people. Whenever the Matriarch decides to step
down, the eldest member of the Vaedynn family will name the new head of the Dynasty. This is
typically another Vaedynn who can trace their lineage directly to the great hero. To date, no one
from the Stronghold of the Mists has taken issue, as they feel the Vaedynn mosaic is strengthened
by having a Vaedynn lead.
It was in a great siege by the Touched and other beasts of the Gilghul that the magic of the mists
was first invoked, giving the domain its name: Stronghold of the Mists. The crone Bianchi, who
was said to have always been aged, had served as an advisor to Vaedynn since they had come to
the Hinterlands, and from her wisdom and her witching she had his ear. The Stronghold looked
like it was ready to fall, and Bianchi came before Vaedynn and his companions Salieri and
Farstryde, and offered to extend her powers of travel over the people and the lands, but for a
price. Six boys and six girls, each under the age of five, this was her price, and it was with a heavy
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heart that it was paid. Bianchi gathered with the children in the center of the Stronghold, by the
great mosaic of Vaedynn. She worked her art as the children cried at her skirts and their parents
wept from the multitude gathered around her. The mists rose, and the enemy’s assault abated.
With dawn’s first light the mists cleared, and the people of the Stronghold were shocked to see
that their home had moved to a new location, with a strange and new forest around them. As
night fell the mists rose again, and with the second dawn again a new area was before the people
of the Stronghold, and so it has been that the Stronghold seems to have a mind of its own since
the great spell was woven. No one has yet determined a means to predict the Stronghold’s
movements, though some circles believe there is a conspiracy and the leaders of the Stronghold
are in full control.
Bianchi and the twelve children vanished with the mists that dawn and she was never seen again.
Of the children though, their story is different. Ten years to the day after the children were taken,
six strangers, three male and three female, appeared in the Stronghold with the dawn. They
would not speak of where had been, or what they had seen,
or of the fate of the other children, but they were all capable
From the Bogs we come and
of weaving strange magic and of navigating the paths of the
to the Bogs we are returned.
mists and the swamps as Bianchi was said to have been able
to do. Each had also cast off their old surname and stated for
- Stronghold Proverb
all gathered that they were now the house and legacy of
Bianchi. In time they became an accepted part of the
community and have grown to be a vital part of the life of the Stronghold of the Mists. They will
very rarely accept outsiders into their ranks, and every so often when the mists clear there will
be another new face in the village, one who bears the surname Bianchi. The other members of the
family always seem to know when this is set to occur, and will gather en masse to welcome their
new sibling as the mists roll back.
It is said that when Vaedynn lived he was a great sailor, but that after his wife and sons were lost
in a sea battle with the forces of the Gilghul he swore that he would never love another as he had
loved her. His companions, Martel Salieri and Santoro Farstryde, became as sons to him then and
when Vaedynn took his final walk into the mists around the stronghold he had raised he charged
them to lead the Dynasty in place of his blood. It is in this Stronghold that Vaedynn set the Great
Mosaic that bears his name, and those who undergo the ceremony of bonding to the Stronghold
do so before the Mosaic, and are able to travel through the mists with the Stronghold as it does.
Without this bonding, one will find the building to have vanished around them when they
awaken, and the bed they lay in to have dumped them unceremoniously upon the dew-heavy
ground.
Holidays and Events
While the Stronghold seems to travel randomly most of the time, on certain dates there are set
locations where it will manifest, and from these a few social customs have been developed.
One holiday observed in the City of the Mists is the Day of Whispers. All Vaedynn within the City
of the Mists refuse to speak except in whispers. Many non-Vaedynn residents of the Mists also
participate in this custom and many Vaedynn outside the Stronghold do their best to maintain the
observance, but being unable to is not looked down upon. The normally loud and vibrant
Stronghold almost vibrates with the quiet tension. This is done to show that not only the
Stronghold has been blessed by the silent protection of the mists.
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The dead of the Stronghold of the Mists are cremated and entombed in a stone crypt in the center
of town. When the Bianchi indicate the time is right, a reverent processional is held to deliver the
ashes to the bogs which protect the Stronghold.
For uncounted years, the Stronghold has appeared annually in a hidden mountain valley on
Midsummer. On that day, the inhabitants take items that represent the learning they have
achieved for that year, carefully sealed in wooden chests, and inter them in a cavern in the valley.
Only the Stronghold itself knows where that valley may be.
On The Night of Fangs, the Stronghold stands on a bleak and desolate heath. That night, none
sleep and blades are kept close at hand for the Thin Ones will come for blood.
On the Plains of Warfell there is a period of time once every few years when the Stronghold
comes to rest for about a week, and at this time there is a great festival alongside a massive
market attended by multitudes from the other Strongholds.
Life in the Mists: Trade, Dueling, Sailing
The Stronghold of the Mists is unique for its lack of stable land, and as a result many of their crops
must be imported. This is not to say that they are without valuable goods that they can produce.
Their finely worked golden jewelry is renowned among the Strongholds for being of unsurpassed
quality, and the ales and meads that are brewed with the herbs and honeys of the wilderness,
while no fine Lanakova wine, are prized by the lower classes throughout the Strongholds as being
well worth the cost. Wools, weapons, and cheeses also number among the exports, and except for
lack of farmlands the Stronghold is largely self-sufficient with almost every house having a root
cellar for storing potatoes, carrots, and other tubers, a chicken coop, and window gardens for
herbs and medicinal plants.
Because the Stronghold of the Mists is somewhat sheltered from the daily battles that some of the
other Strongholds face, a custom of polite dueling has developed. The duelist fighting style keeps
a warrior’s skills with the blade honed and allows the people from the Stronghold of the Mists to
dress and travel in lighter fashion than people from some of the more heavily armored
Strongholds. They tend to dress in loose fitting shirts and pants andcolorful sashes, with both a
drink and a sword close to hand. They have a unique flair to their clothes and have recently
started to favor large flamboyant hats with plumes.
The people who live in the Stronghold of the Mists have another unique skill in that theyare the
best sailors of the waterways of Talvair and are therefore critical to the supply lines between the
Strongholds. Ancient maps of the oceans long denied to the people of the Strongholds are
carefully preserved against the day when the seas are travelled once more. It is through special
rituals upon the waterways that people of the Stronghold are able to access their home, no matter
where it may be at the time. For this reason, Stronghold ships are able to vanish from the rivers
of Talvair without a trace.
Crime? What Crime?
Within the confines of the City of the Mists, the Vaedynn impress upon those of the stronghold
that a “victimless crime”, one lacking a victim, must also be lacking in crime. Vices that would be
frowned upon by others are embraced by the Vaedynn who often establish safe locations for such
recreation. The typical form of justice is for the wronged parties to work things out on their own
like grown men and women. This can be something as minor as an apology or as severe as a duel
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to the death. Either way, it is best to let the Vaedynn tend to these matters and not try to get in
the middle, lest they push their grievance aside to join against you.
Stronghold Zakhar
Stronghold Pennant: Black scythes with a stalk of wheat on a field of purple with
white accents.
Cultural Stereotypes: Solitary Warlords, Weathered Huntsmen, Wise Crones, Stoic
Clansmen
If one knows where to look, Stronghold Zakhar can be found nestled tightly
against a mountain in the frozen passes overlooking the dark of the
Neverwood. Zakhar lies north of Shuh Lien and borders the Hinterlands.
Before the Barrier rose, this Stronghold bore the brunt of the conflict with
the Touched. After the Barrier rose, Zakhar faced the Salu-Venn in equal
measure. At first glance the Stronghold is not much to look at, guarded only
by a wall of rough fieldstone piled high. Appearances are deceptive
however, for the Stronghold’s passages travel deep into the mountainside in
an intricate system of weaving alleys, natural tunnels and caves deadly to
invaders. When walls are breached, archers take to the roofs and leap from
rooftop to rooftop with a system of removable planks. Every house is
fortified. Every child can fight. Every twist and turn could reveal a pit of death or a murder-hole
spewing hot oil. The tactics of Zakhar are such that invaders are welcomed deep into the city, and
much like a spider’s web, there is no escape.
The Enotar Mosaic stands deep within Stronghold Zakhar, and from it a measure of strength and
protection is granted to the people there. The Enotar Dynasty has established a Triumvirate of
warriors to rule Zakhar. These three warriors protect the people and enforce the law. While it is
not common, from time to time one who is not of the Enotar Dynasty but is a citizen of Zakhar
may become a member ofthe Triumvirate. When one of the Triumvirate dies or retires,
candidates compete in brutal tests of strength and skill until only one remains to take the open
seat.
Petty crime is almost unheard of within Zakhar. When your neighbor will willingly give you
whatever he or she can if you do not have enough to feed yourself or your family, there is no
reason to steal for survival. Theft of luxury items or tools (especially weapons) is far more likely,
though still rare. Punishments for minor crimes typically involve public beatings although
repeated offenses may bring branding, maiming, or exile.
In Zakhar’s central caverns near the Mosaic, Blooded of Arachne maintain the Chamber of
Judgment, a place also affectionately known as “the Bear Pit”. As both punishment and for
entertainment of the people, the Triumvirate can sentence violators of Zakhar’s few but strict
laws to fight in the pit with only the bones of the fallen to defend themselves. Those who make
their way out of the pit may live.
Zakhar’s ultimate punishment, enacted only a handful of times in the history of the Stronghold, is
known as The Long Walk Home. The offender is blindfolded and taken a full day’s ride into the
Neverwood where he or she is left with no weapons or tools. The edges of the Neverwood are
watched for the next week or so and if the offender survives the ordeal then their crimes are
forgiven and they may return to their former place within Zakhar. Only one person is known to
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have survived the Long Walk Home. About ten years ago, after being convicted of killing his wife
in a fit of jealousy (a crime he still denies), Gregor Ilyandrov was taken deep in to the woods and
left. He was immediately given up for dead. When he stumbled out of the woods two weeks later,
battered, bruised and emaciated but still alive, he became an instant celebrity.
Each year, guided by the Blooded of Garuda and in deference to the last walk of Zakhar’s founder
into the wilderness, select Blooded journey through Zakhar’s inner passages to the tip of the
Frosthaven. There, in the lookout towers amongst the peaks with the howling winds surrounding
them, the people of Zakhar let loose snowpetals to fly wherever the winds may carry them. To be
selected for this ceremonial journey is a great honor, though for some reason the Blooded of Naga
and Arachne do not participate. On that day the Zukarev family can be heard chanting deep
within the Crypt of Avaielon.
In recent days, a creature calling herself the Harpy of the Western Watch has been sighted by
scouts of the Pashednik. Thus far she has kept to herself, but the power that rolls in waves from
this creature is not to be underestimated. The mountainfolk refuse to speak of her, perhaps out
of fear or perhaps for more sinister reasons. More than one Cult of the Harpy has been thrown
wholesale by the Triumvirate into Zakhar’s Bear Pit.
Since it is the farthest north of all the strongholds in wild lands of eternal frost, Zakhar’s people
must pay close attention to warmth. In this, Zakhar’s location has one critical natural advantage.
These are the hot springs which boil beneath the stronghold, keeping the ground and the tunnels
temperate and snow-free. In some places it is even warm enough for crops to grow. Ice druids
take advantage of the healing properties of the springs as soldiers recover from both the wounds
of war and of daily, hazardous, life.
Praise not the day until evening has come,
The people of Zakhar are as harsh as the land that
a man until he is burnt,
surrounds them, and they believe that if you had
a sword until it is tried,
something stolen it was because you were not
a maiden until she is married,
strong enough to protect it. The population of
Zakhar has a large percentage of Abyssals who
ice until it has been crossed,
share this philosophy, and Celestials are rarely
mead until it has been drunk.
seen in Zakhar. Those in positions of
- Stronghold Proverb
responsibility are those who are the most capable,
confident and bold. Class distinction is difficult to physically see, as the leaders labor alongside
the meanest peasant and everyone dresses for practicality. Every man, woman, and child in the
Zakhar culture has a job. There is no shortage of work to be done, from planting and harvesting
to herding, mining, and woodcutting. The people of Zakhar value sturdiness, willingness to do
what must be done, and an adventuresome spirit. They are also extremely self-reliant. They tend
to mend their own clothes rather than buy new ones. They will not pay a drover to run goods to
market when they can bring the goods themselves. They protect their own Dynasty, family, land,
and commodities fiercely. Herds of elk and reindeer are plentiful for hunting, and domesticated
elk are used to pull plows through the hard soil. The lands are rich with mineral wealth, though
the earth is not as fertile as it once was and the crops grow less and less plentiful with each
passing year.
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Inhabitants of Zakhar are not without a sense of fun, though Zakhar’s version of amusement is
perhaps more exciting than visitors from other Strongholds may desire. In the winter
monthseven the Seikovski have been seen to put aside their great blades and join their fellows by
flinging themselves from the icy cliffs on rough-hewn sleds in contests of skill and daring.
The people of Zakhar typically wear sturdy fur-lined boots, heavy woolen leggings, several layers
of tunics topped with fur-lined vests, and heavy fur-lined headdresses that cover the ears. In the
short summer season they favor leather boots, vests, bloused pants of brown or strong colors
(typically blue, red, or green), long tunics belted at the waist, and simple caps to keep the sun off
their faces.
The Blood of the Dragon
There is an old saying that “a harsh land produces a harsh people”. Perhaps nowhere in the
world is this more true than in Stronghold Zakhar, the northernmost bastion of civilization in
Talvair. Yet this is in many ways an unjust categorization of a dynamic and unique people, for to
look at Stronghold Zakhar and see only savages and wildmen belies the complexity of their lives
and the strange history that forged them.
In the early days of the Great War, or perhaps the middle, or maybe sometime else (for the
histories are unclear and much truth has been lost) was born Zakhar, Blooded of Dragon. She was
a fearsome and wild warrior, second in her savagery only to the Blooded of Fenris the Wild.
From a young age Zakhar swore that she would never be tied down, be it in location, battle, or
marriage. She was as fierce and as sharp and as biting as the North wind, and she suffered not the
presence of any she considered not her equal. She lived for the moment and was beholden to no
custom or one lover, and sought pleasure when and where it was offered. In more gentle times
she may have been shunned or reviled, but for every deed that defied social norms she collected
the heads of countless Gilghul minions, and her "unique" ways were seen as her strength. Her
legend grew and warriors flocked to her side to share in her glory.
Zakhar was of the Blood of Dragon, but a desire to take the war to the enemy welled up within
her. She announced one day that she was going to march upon the Gilghul, to venture into the
Hinterlands further than any had dared to go before. To her followers she could offer no
promises of safety, of reward, or of remembrance. Inspired, her blood-brothers Barin, Blooded of
Garuda, and Xionn, Blooded of Arachne, took up the cry. To a man, Zakhar’s followers cried out
her name and took up arms to march into the unknown alongside their Champion. And so the
Great Journey of Zakhar began.
Many tales can be told of what happened upon that journey, of monsters vanquished, of the
Worm of the Valker Hills, of Xionn’s sacrifice in the Village of the Open Graves, but this is not the
tale of those things. In time the ragged band of warriors had progressed further than any before
them, into the wilds that were forever Fenris and World Tree’s domain, and for the sake of
weathering a particularly harsh winter they built yurts and the huts surrounded by a protective
wall in a secure spot that was strong against the elements and beasts of the wilderness. From this
point countless campaigns were waged and countless battles were fought, and the location with
its hot springs and rich soil gave rise to a new generation of warriors, ones who had never known
the protection of stone walls. Here they were born, the first children of the wilderness. Yet the
land was a hard one, and the people were tested and tempered like a blade being forged, the
impurities and weaknesses culled until only the strong remained. As time passed the huts gave
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way to houses built on foundations and longhouses became the norm, with families of many
generations dwelling around one hearth, and then with smaller homes coming to take the place of
the great halls.
In time Zakhar herself grew old, and the last of her teeth fell out. As was custom, she underwent
the Ceremony of the Final Fang as had her elders before her (for a Dragon must always have a
tooth), and drank from Barin’s hand the forbidden elixir that is life in death, and set out into the
wilderness, alone, to find her death. Some say that she made it to the mountain named The Bones
of Heroes and reached the pinnacle of it, but if this is true or if she like so many others found her
death in the snow with those monsters that she had killed around her, no one knows for certain.
What is known is that after her departure, control of the Stronghold established in her name was
passed to the three strongest Battle Clans therein, and in time they would establish the Enotar
Dynasty.
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Other Places and People of Interest
The Daen-Rae and the Haruka
The Daen-Rae are a group of reclusive folk who are
committed to peace but are trained in the art of handto-hand combat and are willing to enforce their desire
for solitude if necessary.
FAQ: May I be a part of the groups I
read about in these forums or in the
World Book?
Answer: Any group besides Race,
Dynasty, Family, Stronghold, and
Mythic Bloodline must be joined ingame.
It is said that when the Barrier went up, the Haruka
were visiting the Daen-Rae from a faraway land. The HarukaRead
havemore:
an outlandish way of dressing.
http://www.ascendant.boards.net/inde
They tend to wear silks even though they have made their home in the harsh mountains of the
x.cgi?board=worldinfo&action=display
Bones of Kailash. They wear draped sleeves, colorful sashes,&thread=140#ixzz2TtZnRdjW
and strange robes. Their strict code
of honor rivals even the Phaidor of De Amand, and they have been known to commit suicide
when they perceive they have failed in their duty to their family. They are one of the very few
groups who seem to view family as more important than Dynasty.
The Cartographer’s Guild
Upon the fall of the Barrier, the Cartographer’s Guild was established by the Wardens of the Law
to properly map the newly accessible territory and help avert land disputes. While the members
of the Cartographer’s Guild do hold allegiances of Bloodline and Dynasty, they are carefully
selected and have thus far held to high ethical standards.
The Tessera Consortium
Where yonder ruddy-misted star
Did rush upon them and it passed
Leaving a ghost of pain and fear
To haunt the ruin it had made.
But surely they have learnt at last?
What far faint murmur can we hear
Of frantic howling? Listen!... “TRADE.”
This group oversees trade and couriers between
Strongholds. It is made up of both craftsmen and the
dedicated soldiers devoted to protection of the critical
goods in transit.
The Protectorate
When the Dynasties most well
equipped to battle the forces of the Gilghul marched east into the Hinterlands,
those who remained west of Cassian’s Wall were named the people of the
Protectorate. The Wardens report that they still stand.
Protectorate Pennant: Black castle and laurel wreath on a field of steel.
Cavo’s Thrall
The one place known that all Outcasts can gather (if they can get there) is at Cavo’s Thrall, a small
village of great power where even the mad can think clearly for a time. Cavo’s Thrall is a dark
town on the edge of the Barrier where all are welcomed be they of the Salu-Venn or the forces of
Creation. A strange and powerful being knows as The Image rules here. Supplies greatly needed
by the Strongholds can be purchased here at steep and sometimes unusual prices. The regular
residents of Cavo’s Thrall tend to dress primarily in black and white.
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The Neverwood
A magical woodland, twisted and terrifying, said to attack any who dares enter. Those who enter
are never heard from again.
The Canyon of Last Lights
This vast and dangerous canyon separates Atropos from Incendium. It is said that the pools at
the base of the great waterfalls that flow into the canyon yield good luck, but the wise stay far
above its depths.
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The Bones of Kailash
This imposing mountain range provides both hazard and haven for the people in the northern
domains protected by the forces of De Amand and Zakhar. Frequent sightings of ghost-like
figures have been reported of late by traders passing through the Disir Gap, but clever guides
claim to know the sacred rituals that will keep these
apparitions at bay.
Dedication
Severing Marsh
While it is a place of valuable medicinal resources, the
Marsh tends to be a source of trouble for the people of
Incendium. These dangerous wetlands must be carefully
navigated and are generally a haven to forces unfriendly
to the Blooded.
Plains of Warfell
This has been a place of peace, relatively sheltered from
the hazards of the varied enemies that lurk within the
Barrier. Every few years there is a great festival on this
plain alongside a massive market attended by multitudes
from all the Strongholds.
The Hinterlands, the Outcasts, and the Touched
Grant me a moment of peace,
Let me but open mine eyes,
Forgetting the empire of lies
And warfare’s majestic increase
Of national folly and hate;
Ere I return to my fate,
Grant me a moment of peace.
Now to my army of friends
A handful of petals I fling,
Strays of perennial spring,
Weeds, but the lover who sends
Bled that each blossom might live.
This is myself that I give
Now to my army of friends.
Forth to the task of a man!
Youth and the valour of youth,
Force and the ardour of truth
Give you a place in the van,
Love keeping step at your side
Chanting aloud as you stride
Forth to the task of a man.
“Outcasts” is a broad term for the people who for
whatever reason roam the Hinterlands, outcast from
civilization. Some are crazy and are prone to selfmutilation, as in the case of the Tormented. Some have
tainted Blood, such as the Werewolves and other wild
creatures of Fenris. Some are outcast by choice such as roaming bands of deserters.
The Touched also roam the Hinterlands. These are twisted creatures of the Gilghul, now either
dead or defeated and in hiding.
Shuh Lien and the Battleground
It is said that the greatest battle of the war in the time of the Red Days was fought here, where the
tide turned in favor of the forces of Creation. At that time, a great Mosaic was built at this location
in honor of the shattered Phantasm homeworld and the Wardens decreed that no permanent
structure was ever to be built in this location.
Next to the Battleground lies Shuh Lien, a pool known as the Water of the Stars. For some people,
drinking the water, watching the reflection of the stars in the water, or breathing the mists over
the water gives visions, insight, and wisdom into the Kismet of someone or something. This water
is critical for any fortune tellers, oracles, or prophets to do their work. For some people the effect
of the water is catastrophic and hallucination or madness can occur. This is a side effect of the art
of Kismet. For this reason, it is said that people used to go on pilgrimage to the pool, which was a
dangerous venture even before the arrival of the Salu-Venn.
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Now for reasons of their own, the Dynasties have called their people to the military encampment
near the shores of Shuh Lien. This is where our campaign upon Talvair begins.
Finishing Touches
Define the details and write your
character history.
You don't have to know the
answers to all of these, but the
more you do know, the more you
will be ready to act and react as
another person.
1. Basics: What is your name?
2. Immediate Family: How
many siblings do you have?
Are your parents married? Dead? What are their names? What class of people are
they(aristocrats, farmers, merchants, mercenaries...)?
3. Experiences: Why are you in Shuh Lien? Where were you before that? Who did you
encounter? What did you learn from those experiences? Do you have a mentor? If so, what did
you learn from that person? Did you ever have your heart broken? Have you ever been
robbed? Have you ever seen battle? And so on...
4. Morals: What is right and what is wrong? Do you believe in slavery? Do you believe in helping
others? Would you participate in theft? Murder? Espionage? What limits will you not cross?
Set boundaries on your character such as: no fighting, no bribery, no theft, or no disloyalty.
Would you try to impose your values on others?
5. Laws: Do you believe in the laws of the Wardens? Would you fight to protect those laws?
What rights do you believe a governing body should have? Should they be able to take food
from farmers without paying? Should they be able to levy taxes? Is execution a fair sentence?
6. Magic: Do you fear magic? Do you believe magic is dangerous? Do you fear being paralyzed or
another certain spell?
7. Conflict: Do you like war and fighting, or are you peaceful? Would you try to impose your
views on others? Would you try to pick fights? Under what circumstances is fighting justified
(for sport, to right injustice, for defense only, never...)?
8. Loves/Likes: What do you love and enjoy about life (horses, fighting, research, romance,
food...)? What do you simply like (horses, green things, sea shells, merchants...)? What are your
"favorites" (food, color, animal...)?
9. Fears/Dislikes: What are you terrified of (spiders, loud noises, people touching you, death...)?
Do you have any phobias (open spaces, closed spaces, water, paranoia...)? Do you get
nightmares about these things? What do you just dislike (spinach, cold weather, Tuatha, bug
bites...)?
10. Hobbies/Skills: What are you good at and what do you enjoy (gambling, chess, storytelling,
singing, puppet shows...)?
11. Habits: What does your character do without thinking about it (twiddle thumbs, squint, put
fists on hips, say a certain phrase like “and so forth”, bite fingernails, etc...)?
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12. Characteristic Traits: What characteristic qualities does your character possess (cowardly,
loud, shy, protective, bouncy...)? Is your character trustworthy? Is your character loyal? If so, to
what?
13. Uniqueness: What one thing will identify your character to the other players (always wears
green, has a star tattooed on forehead, has a huge pink hat, talks in a Russian accent...)?
14. Goals: What things do you want your character to accomplish the first day you get to town
(form alliances, meet a Warden, find the ale barrel...)? The first year (Overcome fear of heights,
own fifty tesserae, discover the alchemical recipe for explosive powder...)? Eventually (Destroy
all Gilghul Kor Dogs on Talvair, eat all the pies in the world, marry someone powerful...)?
15. Outlook: How does your character view life (carefree, serious, jaded, depressed...)? How is
your character aligned (good hero, evil villain, law abiding citizen, chaotic anarchist, neutral
pacifist...)? Would your character impose that alignment on others?
16. Emotions: Is your character an emotional person? How would they react to a child in pain?
An angry customer? An unwanted admirer? Would the character cry? Yell? Laugh? Sulk?
When would the character do these things?
Glossary of Terms
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Abyssals – The Dark Aspect of the Archons.
Acheron – A river on Talvair.
Adeptus Aureus – Another name for the Order of the Artificer.
Adeptus Gnostica – Another name for the Order of the Transcendent.
Adorned – One of the five races of Talvair.
Amun Aseculae – Another name for Adorned.
Arachne – One of the twelve Mythic Patrons of Talvair.
Archons – One of the five races of Talvair.
Artificers – A member of the Order of the Artificer.
Ashay – One of the five great Dynasties.
Atropos – One of the five great Strongholds.
Avatar – Creatures who serve as the voice of the Mythics upon Talvair. Each Avatar is
beholden to a certain Mythic.
Barrier – A magical dome that separated the people of the Strongholds from the rest of
the world for generations.
Battleground – The location where it is said that the greatest battle of the war was fought
in the time of the Red Days.
Bonded – The Light Aspect of the Firstborn.
Bloodbound – The Dark Aspect of the Undying.
Blooded - A person with the power of a Mythic Bloodline.
Cassian’s Wall – A wall that separates Talvair, east from west.
Cavo’s Thrall – A small mysterious town to the north of Zakhar.
Celestials – The Light Aspect of the Archons.
Children of Dawn – The Light Aspect of the Tuatha De Danann.
Children of Dusk – The Dark Aspect of the Tuatha De Danann.
Chimera – One of the twelve Mythic Patrons of Talvair.
Coming of Age – The first day of the eighteenth year of a person’s life.
Cursed – The Light Aspect of the Undying.
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Daen-Rae – A group of monks committed to peace but studied in the arts of hand-to-hand
combat.
De Amand – One of the five great Strongholds.
Disir – A pass in the northern mountains.
Dragon – One of the twelve Mythic Patrons of Talvair.
Dynasties – Large groupings of families and individuals who are loyal to each other and to
the group as a whole.
Enotar – One of the five great Dynasties.
Evaki – One of the twelve Mythic Patrons of Talvair.
Fenris – One of the twelve Mythic Patrons of Talvair.
Firstborn – One of the five races of Talvair.
Garuda – One of the twelve Mythic Patrons of Talvair.
Gilghul – Forces of great power driven by destruction and hate. The Gilghul war against
the Mythics.
Gilghul Kor Dogs – Minions of the Gilghul.
Golden Civilization, Golden Times, Golden Age – Reference to the time before the Great
War.
Great War – The war in the heavens between Gilghul and Mythic that extended to the
fighting that raged across Talvair until recently.
Haylon – A major roadway on Talvair.
Hinterlands – A broad term for the unexplored wilderness of Talvair.
Hyaline Circle – The leadership council in De Amand.
Iadue – A major roadway on Talvair.
The Image – The mysterious ruler of Cavo's Thrall.
Incendium – One of the five great Strongholds.
Kailash – The Northern mountain range.
Kirin – One of the twelve Mythic Patrons of Talvair.
Kismet – visions / destiny.
Kitsune – One of the twelve Mythic Patrons of Talvair.
Korunn – An Incendium craftsman.
Lanakova – One of the five great Dynasties.
Mists – One of the five great Strongholds.
Mnemosene – A river on Talvair.
Mythics – Creatures of great power held in reverence throughout Talvair. Mythics war
against the Gilghul.
Mythic Patrons – Also called Patrons. Mythics who have bestowed power through their
blood to the people of Talvair.
Naga – One of the twelve Mythic Patrons of Talvair.
Neverwood - A magical woodland, twisted and terrifying, said to attack any who dare
enter. Those who enter are never heard from again.
Order of the Transcendent – The Light Aspect of the Adorned.
Order of the Artificer – The Dark Aspect of the Adorned.
Outcasts - A broad term for the people who for whatever reason roam the Hinterlands,
outcast from civilization.
Patrons – Mythics who have bestowed power through their blood to the people of Talvair.
Phaidor – One of the five great Dynasties.
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Phantasms – Refugees of a shattered world with vague memories bearing scattered
impressions of another place. Many Phantasms exist in symbiotic relationships with the
people of Talvair.
Protectorate – A nation to the west of Cassian’s Wall.
Red Days – Dark days when the skies turned red, the earth shook, and the heavens rained
bloody tears.
Rite of Passage – Dynasty ritual performed when a person comes of age.
Salu-Venn – Mysterious forces of darkness that have been at war with the Strongholds for
generations.
Shuh Lien – A lake that is rumored to bring visions.
Siren – One of the twelve Mythic Patrons of Talvair.
Strongholds – Fortified cities in Talvair, each with its own unique culture and each
serving as the capital for one of the great Dynasties. Each is independently ruled.
Stygian Vaults – Vaults that store the memories of the Undying. Possibly destroyed in the
war.
Talvair – The campaign world.
Tengu – One of the twelve Mythic Patrons of Talvair.
The Tessera Consortium – A group that oversees trade and couriers between
Strongholds.
Tesserae – Currency in the world of Talvair (singular: Tessera)
Tormented – People covered in body piercings who are thought to be crazed through use
of dark arts.
Touched – Twisted minions of the Gilghul.
Transcendent – A member of the Order of the Transcendent.
Tuatha De Danann – One of the five races of Talvair.
Unburdened – The Dark Aspect of the Firstborn.
Undying – One of the five races of Talvair.
Vaedynn – One of the five great Dynasties.
Vision Quest – A dangerous quest performed to obtain Mythic Patronage and become one
of the Blooded.
Wardens of the Law – A group of powerful Blooded whose word is law.
Water of the Stars – Another name for Shuh Lien.
World Tree – One of the twelve Mythic Patrons of Talvair.
Yugen – Sacred contemplation of the mysteries of the universe.
Zakhar – One of the five great Strongholds.
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Pronunciation Key
Below is a phonetic rendition of the terms. The staff is available to clarify these pronunciations.
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Acheron – ah-CHAIR-ohn
Adeptus Aureus – ah-DEP-tus or-REE-us
Adeptus Gnostica – ah-DEP-tus NOS-ti-cuh
Amun Aseculae – Ah-MOON Ah-SEC-yoo-lie
Arachne – Ah-RAC-nee
Ashay – Ah-SHAY
Atropos – Ah-TRO-pohs
Cassian– CASS-ee-ahn
Cavo – CAH-voh
Chimera – KY-mehr-ah
Daen-Rae – DAY-uhn ray
De Amand – day AH-mahnd
Disir – dih-SEER
Enotar – Ehn-oh-TAHR
Evaki – ee-VAHK-ee
Garuda – gah-ROO-dah
Gilghul – gihl-GOOL
Haylon – HAY-lahn
Hyaline – HIY-uh-leen
Iadue – AYE-ah-doo
Incendium – ehn-CEHN-dee-uhm
Kailash – KAY-lash
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Kirin – KEER-ehn
Kismet – kiss-MEHT
Kitsune – kit-SOO-nay
Korunn – CORE-run
Lanakova – lahn-ah-KOH-vah
Mnemosene – nuh-MOH-sin-ee
Phaidor – FAY-door
Naga – NAH-gah
Salu-Venn – sah-LOO vehn
Shuh Lien – SHOO lee-in
Stygian – stig-EE-ahn
Talvair – tahl-VAYR
Tengu – ten-GOO
Tessera – TESS-er-ah
Tesserae – TESS-er-eye
Tuatha De Danann –
too-ATH-ah day DAHN-uhn
Vaedynn – VAY-den
Yugen – YOO-gehn
Zakhar – za-KAHR
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