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Welcome to the Halmae (updated 2/27/07)


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Sorry to all that we've run a bit late on this update. Elven sidebar and more adventures coming next!

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Part the Forty-Seventh
In which: a goblin dead at your feet is worth four still caught in your entangle.

Lira, out of magic missiles switches to her crossbow. Her bolt goes wide and she calls out to Reyu, “What do you mean, you can’t dismiss it?”

“I mean—” (Reyu pauses to skewer a goblin) “that the trees will become still in their own time.”

Anvil grunts. One of the goblins lands a blow to his neck, but either the weapon is so badly made or the strength behind the strike is so puny, the Justicar is barely scratched. “That is most inconvenient,” he informs Reyu.

Hue pokes his head up from behind one of the horses and color sprays a goblin. “We could set the trees on fire,” Hue suggests. Blinded, the target of his spell runs off in a random direction into the woods.

“Umm… Let’s not,” Thatch replies.

However, in the time that it has taken the party to come to grips with the fact that they have trapped their own allies, the tide of the battle has turned. Goblins are still thick on the ground, but mostly in the sense that there are dead ones lying all over the place. A few might have managed to slip by in the confusion, but eventually the remaining fighters decide that this is not a battle worth continuing. They are slaughtered as they flee.

The party begins looting the goblin corpses—not that they seem to have much worth looting—but Reyu locates a few small water-skins filled with a noxious liquid she tentatively identifies as healing potions. A few minutes later, the enchanted trees cease writhing, and a few seconds after that, eight dwarves come running into the clearing.

“Where’d they—?” the dwarf in the lead looks down at the remains of the goblin he nearly stepped in. “Oh, that’s where they went.”

“You are… hunting… these creatures?” Reyu asks.

“Well, we were.” The dwarf, Zrod Cavebreaker, shakes his head, and gestures back to the trees. “We didn’t think they had that kind of magic on them. Saw some got caught in their own trap… serves ‘em right.”

Reyu almost blushes. “Certainly.”

Anvil clears his throat. “Can you tell us why you were in pursuit of these beings? Have they committed unlawful acts?”

“Unlawful? They were goblins.” Zrod says this as though it is explanation enough. Anvil merely blinks. The dwarf sighs, scratches his beard and continues. “It was a raiding party… Bold one too. They struck from their territory, barreled through the caves, and took off into the woods.” He sighs. “I ah… don’t suppose you found any gems on them. Would have been about 1,500 gold worth?”

Suddenly, from the other side of the clearing, Thatch shouts, “Oh wow!”

Everyone turns to see the young fighter holding up a sack taken from one of the goblins. Beside him, also looting the bodies, Eva swats him on the arm. “What?” he asks.

Lira turns back to Zrod. “I think that’s a ‘yes.’”

**********

The dwarves, eager to thank the party for the recovery of their treasure, invite the adventurers back to their cave for the evening to celebrate their victory and sleep in a more defensible location. The party, especially the dwarven ale drinking members, quickly accepts.

For those who can stomach such things, the local brew is quite good, and the dwarves prove to be convivial companions. Lira is a bit disappointed that their ale is kept quite cool already, thanks to the nearing winter and natural features of the caves.

Zrod explains: “These caves are part of a whole network of caverns and tunnels. The deep ones stay cold, even through midsummer.”

“How deep do they go?” Lira asks.

“Oh, they’re all through these foothills, even into the Ketkath Mountains they say. Don’t know that anyone ever got that far though.”

“Do you know anything of a… strange force… among the Miyen elves?” Reyu wants to know.

Zrod shakes his head. “Always something strange going on among those folks…” He glances back at Reyu, “If you’ll pardon my saying so.”

Reyu replies in perfect dwarven. “Of course.”

The party learns there are a few wizards among the dwarves, but no one of particularly remarkable power. Eventually, everyone settles down to sleep, and the rest of the night passes uneventfully. The following day, Anvil drafts a note thanking their hosts, and then the party departs, continuing their trek towards Miyen lands…
 



Yeah, getting the dwarves stuck in the entangle was pretty funny until WLS noticed she couldn't dismiss the spell. Good to know that she apparently could now.

We'll have to remember that next time we're someplace with vegetation.

As a side note, this session contained one of my favorite DM quotes of the campaign.

Fajitas: "Seven-- no eight dwarves come running out of the woods..."

spyscribe said:
Sorry to all that we've run a bit late on this update. Elven sidebar and more adventures coming next!

And just to be clear, by "we" I do mean, "me." (or, more gramatically "I")
 



Angcuru said:
Spyscribe, I've sent you a PM about an idea to spice up this story hour. ;)

No need for more spice, only more justice and adventure! ;)
and a ::bump:: for continued third-page prevention . . .
 

Hey, everybody. Sorry for the recent delay. Consider it our summer hiatus.

We've got the next update almost ready to go, but in the meantime, here's a preparatory sidebar. Before our heroes reach the Miyen Elves, it might be helpfuly to know a thing or two about Elven culture. Thus...

Sidebar: Elves of the Halmae
(Or: everything you wanted to know about your pointy-eared neighbors, but were afraid to ask)

Elves in the Halmae are quite unlike standard fantasy elves. They are more based in Native American culture. They are a nomadic people, living in small, extended family units. These units, called a tribe, generally consist of fifty to one hundred elves. Large groups of tribes, often interrelated, form nations.

For the most part, elves live in unclaimed lands around the Halmae. They tend to eschew human cities and settlements, though individual farmers may be on good terms with nearby elves. There are some small number of elves living in human cities, but the majority of these are slaves. Dar Pykos is virtually unique for its community of elves living in the city itself.

Elven culture is also generally matriarchal. This is not to say that there are not male elves of stature and influence, but there is a subtle cultural lean towards the feminine. This is most obvious in the use of “she” or “her” as the default third-person singular pronoun.

Religion
Elves in the Halmae do not generally choose to venerate one god over any of the others. They understand, better than most humans, that the four gods are inextricably intertwined in the natural order of the world. Generic elven ceremonies invoke all of the gods at once. There are specific ceremonies that invoke specific gods, but only because that god’s sphere is most related to that particular prayer. Where a human cleric would pray to his one god for whatever he needed, an elven cleric would pray separately to Alirria for healing and Kettenek for strength.

Leadership
An elven tribe has not one but four leaders, each with a well-defined sphere of responsibility. Each leader is preeminent in her sphere, and no position is considered stronger than the others. The positions are:

The Hand of the Tribe- the hunt and war leader, and in religious ceremonies she represents the presence of Ehkt.

The Heart of the Tribe- responsible for all domestic affairs within the tribe. She speaks for Alirra.

The Head of the Tribe- the representative of Kettenek. She is responsible for enforcing tribe law. The Head also settles any questions that arise over which tribe leader has jurisdiction.

The Voice of the Tribe- responsible for the tribe’s religious traditions, for speaking for the tribe at Elven gatherings, and for guarding the long-term future of the tribe. If the tribe leaders are ever split two to two over something, it is the Voice who has the deciding vote. The Voice represents the presence of Sedellus.

Most Elven activities are divided between the four spheres, but many overlap. For example, the Head and the Heart preside over marriages, but the Heart and the Voice preside over births and naming ceremonies. Trade is split between the Heart and the Hand, and the education of young elves is the responsibility of all.

In addition to the tribal leaders, each elven nation has a Hand, Heart, Head, and Voice. These leaders have the same responsibilities as their tribal counterparts, but they also hold responsibility for all inter-tribal conflicts.

Culture
Elves have a mostly oral tradition. There is a huge litany of stories that make up the total of elven traditions, although elves do also have a primitive writing system, utilizing knotted rope as characters.

Elves mark their accomplishments with extremely intricately stone and wooden carved beads that they wear braided into their hair. Extremely involved and complicated traditions govern the beads, and if you know what to look for, you can tell a great deal about an elf from her beads and her hair.

Every elf is given a bead signifying her tribe and a bead signifying her mother when she is first born. She will wear these on a string around her neck until she reaches adulthood, at which point she is allowed to braid them. The Elven saying “everyone begins with two beads” refers to the idea that everyone starts at the same level, and must earn additional honors on their own.

At the age of sixteen, elves are given a father bead, and at the age of sixty-four they earn a name bead of their own. At this time, they braid the beads in and are considered full adults. Additional beads are earned through extraordinary accomplishments, or given to mark particular social obligations.

Marriage and Children
Because they live so long, elves do not commit to a partner for life, and there is no stigma attached to ending a partnership. Marriage beads are always made of wood to reflect this impermanence. Furthermore, marriages are not limited to opposite sex couples or to two people, although the most common variant is still a man and a woman. For the duration of the marriage it is a full partnership, and when it ends the partners divide their belongings equally and return to their own tribes. Children below the age of sixteen always stay with their mother, and children over the age of sixteen may choose which parent to accompany.

Fatherhood is less of a biological concept with the elves than a social one. Because a child belongs first to its mother and its tribe, there is no stigma attached to an out of wedlock birth. Indeed, the mother does not even name the father until the child’s sixteenth birthday. This is the man who has been most involved in the child’s upbringing, and although it is usually the biological father (especially if the couple is married) it does not have to be. Frequently an uncle or a grandfather is given father right. Although a female elf is given a mother bead when she bears a child, a male elf does not earn a father bead until he is given father-right.

Game Mechanics
Because of the changes in their culture, wizard is not the favored class for elves in the Halmae. An elf may choose at character creation whether Ranger or Druid will be her favored class.
 

Once again you have managed to combine a collection of simple ideas into an elegant whole that is more than the sum of its parts.

What I really need to do is get a brian like yours. Or better still, yours. But without the dodgy bits. But which bits are those, and are they actually necessary if you want the same results? You see, its more complicated than it looks. So until I work it out, I am just going to have to make do with stealing your ideas.

the head of the dog
 

Into the Woods

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