seasong's Book of Runes (May 19)

seasong

First Post
Disclaimers
1. I'm not positive I can sustain two story hours, but I will try.
2. It's not D&D; it's a homebrew system.

With that said, let the story hour begin!

The following is one of a small series of prologues, some mythic, some more personal, which is all part of "chapter one". The next one after this is the actual myth of the Book of Runes. Then we'll start with characters...

Prologue: Once Upon a Time

This is a sort of "Book of Genesis" for Pauk, more commonly called "The Empire". The Empire is the largest political body in all of Ma'al Loch'té (the setting).

In the beginning, the Old Gods created the world. The myth varies from culture to culture, but in Pauk it is said that the Pale Mother, blossoming like an opening flower, brought the world out from within her, and that Chained Agony wrapped himself around it and attempted to kill it, lest it take her attention away from him.

Serpent Earth then struck Chained Agony, biting him on the neck, and worrying at the wound until he finally let go. Pale Mother and Serpent Earth then set about repairing the world and populating its lands, and many other Old Gods joined in the creation*. But Chained Agony's effects were never wholly healed or lost, and so all mortal creatures feel pain and die, before returning to Pale Mother's bosom for healing.

That was all long ago.

After a time, but also long ago, Serpent Earth decided that the world was almost complete, and said as much. The other gods disagreed, and still wanted to change this, or that, or those. Serpent Earth was angered - a creation is not a creation until it is left alone. But the Old Gods continued to mess with things, shifting a mountain here or there, re-aligning the fjords to match the aesthetic principles of a sphere...

Serpent Earth then sacrificed himself and became one with the land. As the land was now an Old God, they could no longer change it. And he created guardians upon its surface, the malrakhi, known now as the dragon gods, and he bade them to shield it from the direct influence of the Old Gods. Serpent Earth had saved the world from Chained Agony's bitter attack; now he would save it from the other Old God's loving meddling.

The lesson the Old Gods learned, however, was not the one intended. They saw the malrakhi and were utterly delighted. In his frustration, Serpent Earth had created something... novel. Each of the Old Gods, even Chained Agony, once he'd pouted sufficiently, created their own malrakhi and set them upon the land, and told them to watch over it.

Instead of altering the world, they would set powerful forces upon it and see how those altered things. It was a grand experiment, and thus the Old Gods left the world.

All except Pale Mother, who took pity upon the denizens of the world the malrakhi had been set in charge of, and sacrificed herself to put a small amount of the Pale Mother in the heart of each living thing, to protect and guide it. From the Pale Mother comes all of the heart's compassion, all ability to shape the world, all resistance to illness and disease and the pain brought to us by Chained Agony.

But that was all long ago.

In time, the malrakhi grew bored. Though each ruled its province as it desired, nothing challenged them and with time, the sweetest power grew bitter and dull. Perhaps in faint remembrance of their own creation, they created a new set of guardians to administrate the dull tasks, and to entertain them.

The ellakh were born. Modelled after the umakhi (for none said the dragon-gods were creative), the ellakh were redesigned for the tasks the malrakhi wished. Made more slender and graceful, with expressive eyes that could be seen by the dragon-god's own immense pair, and strong enough to survive the occasional accidental trample, the ellakh were each fashioned in subtle ways by the individual malrakhi.

Eventually, boredom grew greater still, and soon only the ellakh guarded the world, each in the style of their masters, whose style in turn was that of the Old God who had created them. But the ellakh were even more fallible than those who had come before. They lost their purpose with each generation, and one day, there were no gods but the spirits of the wilderness, the ancestors of the people, and the little gods who had been almost unnoticeable against the backdrop of history.

The umakhi rose. They formed a mighty civilization, and forged roads and cities the world over. The fought the ellakh for centuries, pushed the boundaries of the possible with magic, reshaped the land... and fell to the poison of their own success.

More civilizations rose and fell. Lessons were learned with each, and although much was lost each time, each eventually rose mighter than the last before falling, although never again was the world united under a single empire.

Today, Pauk is becoming that single empire. And it will eclipse all that came before it.

* Sometime during the creation of the world, the umakhi (and possibly the mro and [others) were also created. This isn't particularly germane to the creation myth, however, as the umakhi had no real impact on mythic history until after the big gods were gone; think of them as the canaanites of the story.
 
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The Book of Runes

When civilizations collapse into barbarism, many things are lost. The fall of Asthantasia and Fe'allakh both heralded the deaths of the sky cities, which crashed to earth and sea and were wholly lost. The fall of Kumaté birthed the eofihn breed of ellakh but also burned the great Library of Stone held sacred by the Kumaté people.

But one thing in particular has been lost many times, and subsequently found by later cultures. It has been instrumental in the dawning of new golden ages, and in the apocalypses of collapsing cultures. It is the bah-noh-lhe of the goh-lhe-shi culture.

The Book of Runes.

Many scholars from many long-past empires have described it as an opaque, rough-looking crystal sphere with eight hand-carved runes on its surface, and of a size that can be held with one hand. Small enough to be lost among rubble, and rough enough to take the color of surrounding dust, it has often disappeared when a city falls or a library burns.

Created by neh-feh-lhe (the best modern translation is "sky-child, and singer of runes"), possibly the most powerful mage of his or any age, the Book of Runes was created to replace him when he finally died, that his civilization would continue to have the benefits of his power.

He died, and war broke out over the bah-noh-lhe. His civilization was not the only one that wished for the benefits of his power. The goh-lhe-shi civilization fell, and the Book of Runes was lost to the world for the first time.

Since then, when it has been found, it has always been the instrument of great change. Used for good, it can extend a civilization's reach into a golden age; used for ill, it can destroy the same. Each of the eight runes written upon it have a meaning, and he who speaks one gains immediate mastery over all that the rune entails, and the power to enact will upon it. Although the specific runes vary in name and description from tale to tale, most agree that hom (life) and mah (death) are among them.

In the modern age, it has never been found, although many have tried.
 

Nice creation story already. I like it. Making the world a god and defining that's why other gods can't mess with it is a nice touch. You always need a way to explain why the gods aren't fussing over things if you want to tell a story about mortals.

I think you might have missed where the umakhi came from, though.

John
 

Greybar said:
Nice creation story already. I like it. Making the world a god and defining that's why other gods can't mess with it is a nice touch. You always need a way to explain why the gods aren't fussing over things if you want to tell a story about mortals.

I think you might have missed where the umakhi came from, though.
Well, in theory, they were created by the Old Gods; the malrakhi imitated them when creating the ellakh. There's a whole mess of races, though, and some of them have conflicting origins. Here's a sample of what it's like trying to write the racial origins:

The ellakh are the only ones anyone really agrees on, and that's mostly because the shethihk subrace of ellakh are a little too uptight for anyone to believe they'd lie. In general, though, there were three sentient races created by the Old Gods: the kumash, umakhi and mro. Unless the mro were created by the umakhi during the Kumaté empire along with the other mata'al races... and the kumash are thought by some scholars to actually have been the sumaz, repainted by the fading memories of a dying civilization.

Okay, so maybe there were only one or two created by the Old Gods. But the umakhi were definitely around before the ellakh, and the ellakh were definitely created by the malrakhi (who aren't a "race" per se), and all the rest were created by later civilizations who messed around with the stuff of life.

Uh, we think.

Quick list of races:
Umakhi - The human races. Includes the amnen (a modern, mixed breed), the vaktos (also called bori, big celtic guys), the kumkito (also called kunkhiro, tiny black aboriginals of the badlands), the memnach (magically altered survivors, short and stumpy), the kurr (socially marginalized "giants"), and the meklos (small european genome).

Ellakh - Dragon servant race, look like short, slender humans with big, expressive eyes and femminine voices; twice as strong as anyone that size has a right to be, with bones like rock, and very fast; designed to be good conversationalists and performers. Includes the eofihn (dark-eyed, tan, tendency to muscle), the shethihk (conservationst extremists, tall, green eyes), the gorsai (pale, red-eyed sadists said to have come from Chained Agony's dragon-god), the sallach (black-skinned, delicate gypsies), the janna (or jann, androgynous healers and guides) and others.

Mata'al - A derogatory term for "cursed races", which is anyone who isn't umakhi or ellakh. Except when it isn't. And the memnach and kurr are sometimes put under this header, too.

Most of the cursed races are the results of experiments with bioesssences during long-past civilizations. One of the etymologies of the name mata'al indicates that the original meaning may have been "failed experiment", and it gradually grew to encompass all of them... including, somewhat accidentally, the mro (who are believed to not be experiments of any sort).

Most of those experiments were combinations of umakhi and animal essences, and most were non-viable and died as a species long before now. The semi-viable ones still tend to have a whole slew of natural disadvantages; for example, the muruta'al (catfolk, of a sort) have immensely weak immune systems, a tendency to phobias and berserker blood, and have comparatively weak bones. The piksos are four foot or less fox-humanoid mixes who live their lives drugged because their tendency to paranoia, nervousness and anxiety are so pronounced as to be crippling.

(Note: yeah, it's not exactly "furry paradise" ;))

The mro are jungle cats about the size and speed of a small wolf, who possess human-level intelligence. They are fierce, cunning, and tend to be pack-oriented. The most solid proof that they are not truly mata'al is that they are too well designed. Some of them enjoy civilized regions, and have become merchants and other non-hand-requiring professions.

...okay, I'll stop now :).
 


I'd wanted to do this in story form only, but that requires more skill than I have at present. Also, I'd meant to run some prologues for the characters and forgot to when the crunch came, so... oh well. I'll just wimp out and do it this way :(.

This is particularly sad since I was just explaining the method I wanted to do to one of the players last night. Augh!

Quick Cast Sketch

Brin - A brilliant meklos(1) scholar of, well, almost everything, and a student of history, Brin is the child of a slave in exotic Old Anton(2), but was taught by the same tutors as the children of his aristocrat employer. Unburdened with family responsibilities, he has taken up a life of travel, sampling libraries, wines, women and ancient lost treasures the world over. As a hazard of his trade (and by dint of some aristocratic tutoring) he is a skilled master of noble weapons(3), and more rugged in the wilderness than might normally be expected of a scholar.

Elorit nal Quesad - The self-possessed and emminently competent eofihn(4) daughter of the Imperial City. Shaved bald in the traditional manner(5) of her people, but with only a single tattoo(6) (a coiling python along the length of her arm), she is more scholar than tia-master(7), but has studied the mythic structure of historic warrior-heroes, and has begun a calculated course of activity in her life to achieve that. Her family name is as old as the Empire, and comes from Ebanon(8).

Dominic Halderith d'Glace - A young meklos(1) of the Lower Court(9), an active participant in the Dueling Circles(10), and something of an aristocratic fop. He has immensely expensive tastes, in men, women, wine, jewelry, clothing... And he is an almost archetypal hero of a tawdry romance, with dashing good looks, incredible finesse with a blade, and a steady stream of grand adventures notched into his belt.

Vin Servaland - An enigmatic meklos(1) aristocrat with only the barest hints of masculinity to spoil his image as an obscenely wealthy noble. Vin is a student of the Midland Academy of Magic(11), but spends most of his time enjoying the benefits of his station and wealth, wild-hared adventures, and examining ways to make his studies of magic easier with enchanted items.

(1) The meklos are a medium-sized, fair-skinned tribe of the umakhi (the humans of the setting).

(2) The Anton States are all of the "barbaric" kingdoms, autocracies, democracies, and so on along the north-west and western borders of the Empire. Technically, the Empire is an Anton State that got really, really big about six hundred years ago. Some are very civilized, some are the tiny fiefdom of a thug and his cronies. The Old Anton states are a series of more stable kingdoms at the northernmost shores of the Anton States; most are between four hundred and a thousand years old, and they have long-established relationships with each other, and long-established aristocracies.

(3) "Noble weapons" being highly variable from Old Anton state to state.

(4) The eofihn are a breed of ellakh who are particularly tough and muscular. They were bred and used as gladiators and pleasure slaves during the Kumaté civilization's ascendance; that civilization fell when the eofign managed a successful revolt, killed all the nobles, and built a militant city-state for themselves out of the ruins. The key to the successful revolt? The discovery of an antidote for the addictive toxin all eofihn were kept tied to. They never lost their martial ways, and their culture is more shaped by their gladiatorial past than they sometimes care to admit.

(5) One aspect of eofihn culture is shaving. Hair is seen as ungainly, an indication of clumsiness and lack of battle skill, and also as lacking a certain amount of cleanliness. The eofihn have developed some really frighteningly effective topical creams for stunting hair growth, and have developed advanced metallurgical brass suitable for keeping a shaving edge for years.

(6) Another aspect of their culture is tattoos. A tattoo is taken on to represent major events, decisions and accomplishments in life. Although there are some common themes (symbols of the martial art studied, tattoos of death-defying events, marriage, etc.), they are generally wholly unique to the individual. When eofihn first meet each other, they show and tell... and judge each other as much by the skill in telling as the events shown.

(7) Eofihn martial arts come under one broad banner, emlach té. and tia come from the same Kumaté root word, which was simply a word for "gate"; however, in eofihn culture, the gate was what opened up when it was time to fight in the gladiatorial pits - the word thus took on a very different meaning, "time to kick somebody's ass". "Emlach is simpler, meaning, roughly, "complete fist", and stems more from the original ellakh tongue. A tia-master is someone who excels at this sort of thing.

(8) Pauk is the current Imperial City; Ebanon is the original Imperial City. Ebanon is now somewhat marginalized, since it is at the easternmost border of the Empire (coastal) but still has enough nobles to claim its rich heritage.

(9) Not quite of noble enough blood (somewhat diluted from the Imperial throne) to be in the Upper Court or White Court, the Lower Court can be considered "the bottom rung of being better than everyone else in the Empire". He has better blood than the standard aristocrat, and certainly good enough blood to get an appointment anywhere he decides to, but his chances of getting an audience with one of the Empress' daughters, short of some tomfoolery involving open windows, is nil to none.

(10) The Duelling Circles are mostly for sport, but can be in deadly earnest when an insult is too great. With healing magics available, of course, they are rarely lethal. The weapons vary, but tend to swordsmanship. Only the nobility can duel.

(11) The Midland Academy is one of the three most prestigious schools of magic (the other two being the Imperial Academy and the Military High Academy)... and the only one which does not have a great onus of duty attached to it. On the other hand, where the other two require merit to get in, the Midland Academy requires money. Fortunately, Vin has both money and talent in excess.
 

I don't want it to distract from Light against the Dark too much, but I hope this story also gets a few updates. The background shows a lot of promise.
 

I plan to update this :). But since Light Against the Dark is established, this has to take second fiddle :).

We'll see if I can get a starting point out sometime today, now that I've put up the LAtD stuff I intended to.
 

Woah. The usual beginning overwhelming overabundance of background information! :eek: :)

Sounds like it'll be a lot of fun once we get into it, though! :D
 

"You all meet in a bar..."

"You simply must understand, dear, that I was too drunk to see straight, much less worm the truth out of the little scoundrel. So when he sold me the map, I rather thought that I'd hit upon a stroke of luck!" The effeminate, attractive young man let the irony of that statement go noticed before continuing on, "And I was in no state to question his urgent business once the gold had changed hands."

The Brimming Vine was an ancient establishment, owned by a banker's family who had likely never set foot in the place, but run by a long series of women named Chelsa (at least as a work name - it came with the location). Although small by Imperial standards, barely able to hold fifty patrons, its expensive entrance fee, quiet interior, and thoroughly tested and trained waitstaff assured it continued profit margins. Especially the wait staff.

At the moment, some of them were listening to the foppish Vin's story, as was an unlikely looking customer seated at the same table, a somewhat more grizzled man recently in from the road. He'd seated himself somewhere in the middle, dropping enough gold to not be disturbed in the meanwhile.

"So there I found myself, in the middle of this gods' forsaken forest, with a map clearly marking the site of a Kumaté ruins. Now, I may occasionally be a bit addled with finely aged grapes, but I can assure you that I saw no such thing. And the Kumaté people did not build things in such a way that they might, in some scholar's nightmare, vanish into dust like some of the common work these days. No, my dears, there was nothing there, nor had there ever been. It was a scam, and, if I may compliment the man I will be killing later this year, a very fine one."

At this point, Vin's eyes fell upon the gentleman who had arrived earlier. Not quite stout enough for a night with a mule like Vin, but attractive nonetheless... Vin raised an eyebrow and his crystal glass in the same motion, and the stranger smiled and proffered a hand, "Brin, scholar and hunter of ruins. I believe I've met the same fair con artist as yourself. Did you say that this was in the north reach of the Upper Mountains?"

"I did indeed. I am Vin Servaland, heir to magic and student of whatever catches my fancy. Very please to meet you."

And that was that, as they discussed the probable trail led by the wandering peddler and his cunningly forged ancient maps, and what sorts of things might be an appropriate punishment for the loss of wealth to his greed. Some of the punishments discussed were not precisely legal in the Empire, but then, the Upper Mountains were not precisely in the Empire.
 
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