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. 1 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 2 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. 3 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 4 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". 5 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. 6 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 7 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. 8 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. 22 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. 30 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 33 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 34 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. 35 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. 36 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 37 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. 38 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 39 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 40 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 41 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, 42 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. 43 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 44 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 45 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. 46 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. 47 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. 48 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. 49 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. 50 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 51 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? 52 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. 53 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. 65 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. 66 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 67 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 68 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. 69 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. 70 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 71 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. 72 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 73 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 74 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. 75 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 76 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. 77 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. 78 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. 79 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. 80 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...)? 81 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 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. 82 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. 83 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. 84 Pronunciation Key Below is a phonetic rendition of the terms. The staff is available to clarify these pronunciations. 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 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 85
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