seasong's Light Against The Dark (FEB 06)

incognito said:
That spell casting Hell Hunter was a wussie. Where was it's earth armor
It wasn't an arcanist - it was a priest of Hhsethmah, who is all about dark places with spiders, not combat. Of course, the 20 points of damage its shadow cone did was pretty good for a noncombat priest, all the same.

No real buffing. That's what it gets for being alone ;).

And it still almost got a player kill on Merideth.
Athan is a juggernaught, eh? Good thing he ISN'T brighter or he'd realize his tendencies are suicidal. Gotta love him.
It's less a matter of tactics, and more a matter of an 18 year old soldier who feels like he failed in war, and trying to prove to himself that he is, in fact, a courageous and competent warrior.

Between that, and playing up that slightly below average intelligence, he makes a perfect hero :D.
I'm still trying to draw a bead on Greppa's Personality. If the plyer want;s to shed light, your fans are wondering what makes Greppa tick (besides a mad lust for arcane might).
Can't answer for the player, of course, but I'll put in my two cents anyway...

Greppa is an ambitious youngest (and smallest) child. He wants to be heroic. He wants to be powerful. He wants to be all of these things that he never was in a family with seven older (and bigger) sisters.

But he's also a pretty decent kid, and has less of a Napoleon complex than one might expect. His parents are solid people for rich folk, and Hurath did a lot to provide him with a sterling example of civic duty, personal ambition, and fatherly wisdom over the several years of apprenticeship. So he's got Theralis pride, youthful immortality, and big shoes to fill... mixed in with a mild Napoleon complex and a love of magic.
 

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Every time I sat down to write about undeath, I got sidetracked into the scholarly side of it. Which no one I know ever wants to read. This is also a topic that I know just a leetle too much about, and that tends to push its way into my writing. In an attempt to satisfy both urges, I've written a few paragraphs of academia at the very end (titled 'Academia'), on the source of the word necromancer and how it influenced my addition of it to this setting, so it's out of the way of the flavor text. Feel free to skip it - it has less to do with Theralis and more to do with 'Thomas can't keep his mouth shut'.

I know I don't have to say it but... the following is all Out Of Character knowledge. What is known In Character is that necromancers are evil, evil, evil. Burn their books, burn their bodies, burn their towers. Necromancers violate the dead, defy the gods, and will get the afterlife they deserve.

Necromancy

Necromancy is an extension of the arts of ESP and healing, and uses facets of both. At its heart, necromancy is the art of working with the spirits of the dead and, to some extent, living and extradimensional spirits. To this end, the necromancer must be able to work with the spirit world (ESP) and life energies (healing).

What Necromancers Do

They summon the spirits of the dead, and can converse with them or compel them to answer questions by force of will and ritual. They can open gates into the spiritual realm, and step through it or allow another to do the same. They also do many things similar to espers, and can commune with higher and lower Powers.

They bind the dead back into corpses, and compel the spirits to service. They bind spirits into arms and armor, as a kind of enchantment. They bind spirits into towers, or feed them sufficient life energy to manifest incorporeally and haunt/serve the necromancer. They unbind souls from living bodies.

They use corpses to draw energy from the spirit who once lived in it, or to summon or compel it. They raid funeral urns, tombs and graveyards. They sacrifice living creatures to provide energy to the dead. Blood, as the primary vessel of life energy, is a common element to most necromantic rituals.

The most powerful may bind their own spirit into their own corpse, to achieve a kind of immortality.

Are Necromancers Evil?

Sometimes.

When a person dies, they go on to their final reward, usually a particular diety's celestial realm, based on the person's life. The necromancer pulls the spirit, however temporarily, from that realm. Not always willingly. However, the priests of the gods do many of the things that a proper necromancer does (esp. summoning and compelling spirits). They just do so with the stamp of approval of this or that god.

Certainly, the powers of the necromancer are ripe for abuse, and it is easy to see why the common people (who will eventually be at the mercy of such folk) would prefer that these powers be available only to those with the approval of a higher power than "me". And in the Theralis region, there was a very powerful necromancer who fought with the temples of Allas for several years before falling to the forces of the sun... and Allas has spent the intervening centuries since then spreading anti-necromancer propaganda.

The Oracle of the Dead

North and west of the Theralis Valleys lies a mountain with a series of caves which are said to lead to the spirit worlds, and the dead. A militant order of monastic devotees, bound to no single god, guard its entrance and make a small profit by intervening on the behalf of mortals who wish to see their loved ones.

Or rather, make an obscene profit, purely with the intent of preventing people from constantly making the pilgrimage.

The Oracle of the Dead is well known to Theralis, although the people of Theralis, in general, view it as distasteful and hateful, and no good citizen of Theralis would work with the monsters who run it. Their business comes primarily from the north, where people are more lax about issues of morality such as bothering the dead.

Miscellaneous

An undead zombie or skeleton is a corpse, into which the necromancer has bound the original person's soul, and then compelled it to his bidding. The spirits of the dead are vastly easier to manipulate in the corporeal realm than living spirits, and a necromancer can typically dominate a sizable number of undead by sheer force of will. Of course, as noted above, so can priests. A person's soul can not be abused in this manner more than once; undead who have been freed of their mortal coil can not normally be reainimate again.

Necromancers often become who they are due to an immense thirst for knowledge. The dead know, collectively, more than any library, and many necromancers use them primarily as a resource for knowledge of the past. Some have even established strong relationships with ancient scholars, prophets and other reliquaries of knowledge who are more than happy to pass along their accumulated wisdom. Such necromancers also tend to have immense libraries of their own, and be obsessed with antiquity.

Academia

The word 'necromancer' in English has a lot of odd connotations. The word stems from the greek 'nekromanteia' (literally, corpse divination), but passed through the Old French 'nigremancie' (black divination) along the way before returning to its 'necro' roots, and has historically been associated with all manner of ills and evils associated with corpses.

Society often confuses pure necromancy with diabolism and other forms of consorting with fiends. Conversely, in late French Arthurian legends, literature treated the word as a romantic system of divination... a possible source of the modern (20th century) seance, where speaking to spirits doesn't seem quite as horrific as it might have in the dim origins of necromancy.

Biblical (English translation) usage is even more twisted. The word 'necromancy' is used as the translation for the art of forcefully interrogating the dead, in the hopes of gaining insight into the future. Since those spirits who go to heaven can not be forced to return by any means, and will not reveal aught of God's plan even when they do return, that means speaking to the damned. And if you think you're getting a good deal by speaking with one of the damned, just remember that they're getting a good deal from their masters by speaking with you.

As has been pointed out before, Theralis is strongly influenced by the Greeks, so I tried to return a bit to the roots of 'corpse divination' and at least make a nod to the hellenic idea of speaking with the dead. I also wanted to draw on some of the Greek words used in necromantic papyri - 'skênos' means 'corpse', but it also means 'tent'; 'skyphos' means 'skull' and also 'drinking cup'.

I also wanted to include something like the nekromanteio oracle, only without trickery. In Greek history/mythology, this is where Herakles and Orpheus both travelled to to enter Hades. That meant that necromancy had to be something ambiguous (rather than simply evil as it is in D&D), that priests used (under a different name) as well as the vile and socially outcast necromancers.

And I wanted to tie in a few bits and pieces of necromantic lore (like the roman and medieval belief that spirits were attracted to spilled blood, and that spilling blood in a pit made it easier to attract them up from the depths of the earth, because it was closer to them). And I still wanted to keep some of the conventions of the fantasy necromancer, from animated corpses (which may have originally stemmed from fanciful paintings of sorcerors speaking to spirits) to lichdom.

I've had magic that allowed occasional speaking with the dead, or magikinetically animating corpses, but this is the first setting that I've really had necromancers, and I wanted to do them right.
 

The Temple of Allas

There were no more spiders. No more spiders! Greppa was practically beside himself in glee, as the youths went through the temple. Merideth continued to remind everyone of the couplet that went, "Aught you find..." until Athan and Greppa were about ready to leave off searching.

Still, they did go through the shrine, the rooms underneath it, the rest of the cavern, and cleaned up or burned away spider webs as they found them... but no spiders. There were some suspicious looking, deep holes, but they were too narrow to really check, even for Greppa, and it seemed that the spiders had well and truly left.

Even the briefest of searches revealed some oddities about the cave shrine. For one, it was a cave, not something normally associated with Allas; but more importantly, were the weapons. The temples to Allas that the youths were familiar with were practically pacifistic, with one or two 'warriors of the sun' wandering about... but this shrine had enough spears and cloaks for an orc warband.

They resolved to ask the next priest of Allas they saw, and continued the search. Before long, the sunglobes began to dim, and glow deep red and orange, as the sun set outside the caverns. Athan admired the effect, while Greppa and Merideth continued to "find aught".

The Stone was not found, but Greppa had already figured out where it was. When Athan expressed frustration about not finding it, Greppa just grinned...

"I thought we were looking for aught... but it should be right here..." and he pushed his fingers through the char of the last hell hunter, until they hit the solidity of the Stone.

Athan and Merideth just stared at him.

"What!? It was obvious."

And with that, he hauled it out. Or rather, tried to. It weighed more than two thirds what Greppa did, so he more rolled it out. Now it was Athan's turn to grin, as he nearly effortlessly hefted it up, and began tying rope around it, to yoke over his shoulder.

-----

'Aught' turned out to be a pretty fair haul. Thirty very high quality spears, the same number of cloaks (all white silk, with a brooch of Allas' symbol), several potions of the same sort as Hurath's (and neatly labelled 'healing draughts', unlike those from Hurath's messy desk), a small chest of coin, some Allas-marked armbands and some ancient wine bottles (that were likely more vinegar bottles now). One of the spears, although of the same quality as the others, was obviously the leader's - it had a pair of loops for a pennant near the head of the shaft, and a crossbar beneath the blade for catching a charge.

To Merideth's disappointment, there were no swords - she wanted something like Captain Agina had, but apparently priests didn't rate.

Athan took as many of the spears as he could carry, including the leader spear, and Merideth took most of the healing draughts, but it was otherwise equally distributed. Everyone took one of the white cloaks, Athan and Greppa both took a potion or two, and the rest was saleable goods.

Finally, night having long since fallen, they stepped out of the cavern temple and looked at the stars.
 


hack, hack, hack - enough if this happy, go-lucky role-play!

the players are now properly clothed with cloaks; no more Athan oggling (whew!)

What's the dealy-o with these "White silk cloak w/Allas' symbol brooch " claoks.

Magic? "Quality? A fashion Statement? 3 of 3?

you are all playing this weekend?
 

More roleplaying to come ;). Priestess of Allas, Hurath's Tower, and a kobold with a mission from, uh, dragon.

Then war.

Then visiting the folks (probably one post per character), and a trip north with wine traders!

As for the cloaks: The cloaks, and the special spear, all showed up as magical. The real reason they're wearing the cloaks, however, is because Merideth decided wearing a "cloak of Allas' favor" while on a mission for Her was kewl, and Greppa and Athan agreed. I think, after the dream, the mission, and the fight with the hell hunters, they feel like they've earned a bit of flash and status with Allas.

They were wearing knee-length tunics before, so they weren't exactly unclothed.
 

RP: Community

When they got back, the small yard around Hurath's tower was clean. Not only clean, but trimmed, and a new door was leaned against the outer wall, next to the one Athan had bashed in. Cautiously, they checked the tower, but no one had been inside, nor had anything else been done. A pair of new hinges lay on the ground next to the door.

And as they considered this oddity, a few of Hurath's neighbors came puffing up the slope, tools in hand.

In the few days the youths had been gone, the community had decided to repay them for stopping the "livestock thieves" by prettying up the overgrown yard and commissioning a new door. Which they now set to installing with a cheerful air.

Athan stepped in and lent a hand, although his craftsmanship was more a matter of holding what he was told, and Greppa chatted with them about Hurath (still no sign of him). They let him know that he (and friends) were welcome, and asked if there was anything they could do. Merideth, awkwardly, stood at the edges of both.

Greppa looked at his military tunic, starting to look a bit thin, "Well, we need to buy some clothes... do you know anyone we could hire to fit us?"

Sometime later, dressed in civilian attire once again, the three heroes left for the city temple of Allas... Greppa had overheard that it was also called "Kept by Allas", which was as close to "keep" as he could figure.
 
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Athan, Greppa and Merideth never intended to keep their tunics as long as they did, and indeed, the tunics barely fit them now, but they just kept rushing about. This little chunk of text is devoted to their new outfits.

Fair warning to incognito and other sensitives: nudity is mentioned ;).

Clothing, Style, and the Military

Military

The military uniform is a knee-length tunic, sandals, and equipment (primarily a spear). Soldiers are expected to cover the distances between valleys, sprint up mountains, and wade through rivers. This mobility, combined with narrow passes and good shieldwork, is the core of the Theralis military engine - the ability to devote soldiers to one spot, knowing they can be moved swiftly to another in need.

It's not very stylish, and it won't keep out the winter chill, but it also won't weigh a soldier down.

Basic Apparel

In Theralis, there are four basic types of apparel: tunic and jacket, throw-over, shirt and pants, and cloak. There are myriad cuts of each of these, however, and different connotations with each.

Although the military does not, most people wear loincloths in non-athletic contexts. A loincloth is (in this case) a long, rectangular strip of cloth, with a cloth strip woven through one end of the length. You hang the cloth behind you, tie the strip around your waist, tuck the length under you and then tuck it into the tie.

Women have a similar system for supporting their breasts, using a long strip of cloth. With the center of the cloth at the middle of their back, they wrap it around the front, and then up over the shoulders, to be tied behind their neck.

Tunic and Jacket

A basic tunic covers the arms and torso completely, and stretches down to somewhere between the knees and the ankles. It hangs straight from the shoulders down (wider at the feet than the shoulders). A person can run in it, but would have to hitch it up to sprint.

The jacket is cut identically to the tunic, but is thicker (often quilted cloth) and open at the front. The jacket usually has stiff cuffs at the end of the arms, and a stiff hem at the neck and bottom. The front of a jacket usually binds in some fashion from neck to just beneath the sternum, but not below that.

The tunic and jacket can be worn for practically anything except strenuous athletics (which are usually done nude), and is considered acceptable dress most places.

Peasant tunics are usually heavy, crude cloth; their jackets are quilted of the same. Craftsmanship is usually good, however, and a peasant outfit is plenty sturdy. In winter, most wear a heavier, wool jacket with a quilted cloth interior, for maximum warmth and comfort. Peasant jackets are usually bound in front with leather straps.

Middle class tunics are typically fine cloth, and are often dyed and colorful; their jackets are finely quilted, and often have family patterns that have been passed down. Among wealthy merchants, wine tasters and others with too much free time and money, both are often a bit more fitted to the body, and may have embroidery.

Upper class and temple tunics are often made of silk; the jackets are usually cotton-padded silk with criss-cross stitchery. The upper class typically has their clothes dyed with elaborate artistic patterns, and carefully fitted to flatter the body, while temple tunics are more often plain and straight as peasants (just of better materials).

Some style variations: The jacket cuffs are often so long that they cover the entire forearm, and resemble a stiff-cloth bracer covering the end of the arms. Deep forest hunters have been known to make their jacket of browned leather with a padded interior, rather than wear a leather cloak for rain. Prostitutes in Theralis tend to wear one of two variations, either a shorter tunic (mid thigh) or a full length tunic that fits too tightly. Scholars tend to have looser sleeves with a second, inner sleeve that they can tuck a quill or scroll into. Among the Council, a stiff collar that encircles the neck is common on tunics, with a wider than needed neck on the jacket.

Throw-Over

A throw-over is a drapery which is hung from the left shoulder, spread out across the back and chest, and belted at the waist. It is worn almost exclusively in the vineyards, and is considered "work clothes" by most citizens of the Theralis Valleys. most are very plain, and use rope as a belt.

Pants and Shirt

Considered barbarian apparel (orcs, for example, wear leggings and a hide shirt/vest), some of the more wilderness-oriented citizens of Theralis nonetheless wear this kind of clothing. Pants are straight-legged, and held up by a rope belt; shirts are usually a kind of tunic, shortened to the waist to keep out of the way of the legs, and tucked into the pants.

Cloaks

Most cloaks are weather shields, made of cheap leather, rubbed-in oil, and leather straps in front. The typical cut of a cloak is a thicker shoulder yoke, with a large hood on top and the rest of the cloak hanging straight down from the yoke. Most are bound in front in the same manner as a jacket.

Despite their utilitarian nature, however, cloaks are often used by religious orders and the very wealthy to make statements. Both often produce and wear cloaks which have no utility in bad weather at all, constructed of silk or soft cloths. Some also use a brooch at the front, rather than standard bindings, in order to provide a place for additional symbols.
 

The Kept of Allas

Built into a narrow dip in the mountainside, this temple consists of a smooth, flat patch of granite on encircled by arches topped by a walkway. The walkway is twenty feet high, and is supported by 36 pillars, each carved as one of the greatest servants of Allas. By Theralis standards, it's not particularly impressive, being mostly an open-air collection of the mason's art, but it is sufficient for Thelanna, its guardian and caretaker.

Thelanna is a deep-voiced ellini woman with a deep tan and myriad freckles competing for space with the wrinkles of age. She is shorter and smaller than Greppa, but seems to stand taller. As the heroes approach, she raises one hand, palm upward to the sky, and intones softly, "Sun above, sight below, as it was lost, is now returned, in the hands of the cloaked guardians."

Then, with less force, "Welcome to the Kept of Allas. I dreamed of you, and hoped it was true. Please, come in, let me take your burdens and speak with you of your heroic acts."

Merideth flushes with pleasure at her words, and Athan, despite his carefree handling of the stone's weight, looks as if more than its meager mass has lifted from his broad shoulders. Greppa watches carefully as Thelanna grunts with the weight of the stone, but seems intent on other things.

They tell Thelanna the story of their dreams, and their travel to the tree, and its opening, of spiders and shadows and sun. And when they are done, Thelanna repays their story with the history of the lost temple.

When her story is done, Athan grimaces, "We should have come here first. We'd have at least known about the spiders ahead of time."

Greppa nods, "And maybe gotten some backup."

"And the potions identified."

"And maybe a few more potions."

"Not to mention better clothes."

Thelanna finally interrupted, "Heroes, please, you did well! Do not recriminate yourselves, for you will know better in the future. And know that you are welcome in this temple, and any other of Allas. We deeply appreciate your aid to us this day."

Merideth then brought up an issue that had been bothering her, "I'm sorry to ask this, but we brought a lot of stuff out with us, and we wanted to know if you... ah.. needed any of it?"

"No, hero, Allas promised true. We are no longer warlike enough to need spear or cloak, and you have earned both. The funds were long lost to us already, and there was naught there that we really need. The stone is a far greater prize to us than the equipment of a long-lost military order. Keep it, and my blessing."

After that, the young heroes paid a tenth as tithe (regardless of whether or not it was "needed"), and headed back to the tower. Merideth was already talking about the next great adventure, and Greppa was quietly steering it towards "search for Hurath".
 

The Loss of the Stone

In the year 252, there was a great arcanist, more powerful than any other of his time, who was tempted by a dark god of unknown origin into necromancy. Once the staunch ally of Turin, hero of Theralis, he turned away from his friends and delved deeper into the forbidden arts. His name was Shuurso.

Eventually, his mad pursuit of power led him into evil acts, as it always does, and he bound his own ancestors into the skins of their corpses, that he might speak to them.

He was discovered, and the servants of Allas, who were far more militant in that age, fought a mighty war with the necromancer. They won, but not before he committed a final, indecent act. He opened a permanent portal into the infernal realm of spiders, and brought forth hell hunter generals who marshalled thousands of mountain spiders, and sent them scurrying after the Suncave.

A mighty battle was fought, but the spiders prevailed, and the temple was sealed off by the final act of the high priest, that the Stone might be lost, but not stolen.

Then Shuurso bound spells around the cavern, that it could not be scried out or otherwise found, and it was lost to time. Although the priests of Allas prayed for wisdom, Allas chose to leave the Stone hidden from those who had failed to defend it, until now.
 

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