Showing posts with label Elves. Show all posts
Showing posts with label Elves. Show all posts

Wednesday, May 13, 2026

Excerpts from OSIRIS dossiers

Libra is a game by Archon's Court, where you play as psychic weirdos and the people who help them as they run from the government and investigate spooky stuff. I like it a lot, although the direction I want to take it is slightly different from the way that Archon took it.


The "Polestar" is the codename used by agents for the black octohedron of unknown composition hovering ~100 kilometers above the south pole. Manned missions passing too close result in brain deterioration, coma, and death. Remote viewing, either by visual, technical, or paranormal means, for extended periods produces what OSIRIS terms as "Theurges". Theurges display reduced creativity, emotional intelligence, and linguistic ability, increased levels of physical and mathematical knowledge, and psychic dampening, and are perceived by baseline humans as "soulless puppets". Technology produced in collaboration with Theurges is the backbone of OSIRIS R&D, and they are present in OSIRIS field teams, security, as well as OSIRIS high command and shadow council.


Psychic Phenomena are simply defined in opposition to Physical Phenomena. Where Physical Phenomena come about via physical means, the movements of atoms and the fundemental forces, Psychic Phenomena apparently do not come about by physical means. Often, this comes as a result of the influence of living beings, and comes in the form of causing change in a physical object at a distance (telekinesis) or perceiving something at a distance (telecognition) in a physically impossible way.

Paratechnology is any type of technology which works via means not currently physically understood. This includes Psychic means, but also highly advanced technology that functions via physical principles. OSIRIS strongly discourages staff from using the term "Magic" or any synonym thereof, to avoid superstitious and archaic attitudes which may prove inefficient or even deadly. Paratechnology is to be cautiously understood, not feared or adored.


OSIRIS is aware of multiple similar scientific organizations supported by national governments. The National Institute of Coordinated Experiments (N.I.C.E.), based in England, is a purely scientific organization with no political leanings. It has been totally subverted by OSIRIS since 1970, after Incident 280 ("The Elephant"). The main research interest of N.I.C.E. has been in contacting Macrobial entities and advancing human evolution. These projects are much smaller in scale than the LIBRA and VIRGO projects, and have been closely monitored and occasionally sabotaged by OSIRIS agents. OSIRIS High Command has designated N.I.C.E. a Eosphoros-class group.

The Technological and Scientific Academy for Neuroscience (T.S.A.N.) is a similar organization based in Japanese Taiwan. OSIRIS espionage and diplomacy has so far been unsuccessful in totally subverting T.S.A.N. to the same degree. T.S.A.N. research focuses on technological and paratechnological applications for the prosperity of imperial Japan. The technological advancements made by T.S.A.N. and their ability to detect and expel OSIRIS agents are likely due to Macrobial influence and significant precognitive ability throughout the organization. OSIRIS High Command has designated T.S.A.N. a Phaenon-class group.


The term "Macrobe" is a shortening of Macrobiological Psychically Active Entity, coined by the scientist François Alcasan in 1962 to describe creatures larger than humans which possess psychic influence at least equivalent to psychically active humans, though often their psychic influence is much greater. This term has a deliberately wide application, anything from a psychic bear to a universal intelligence. Other terms used for these creatures (by non-OSIRIS groups) are M-Psychs, cryptids, and gods. OSIRIS strongly discourages staff from using terms that promote superstitious and archaic attitudes which may prove inefficient or even deadly.

In contrast to M-Psychs, Macrobiological Non-psychically Active Entities are also known to OSIRIS. OSIRIS promotes the use of the term "N-Psych" for such creatures, though "Monster" is acceptable in practice. Though both M-Psychs and N-Psychs may be refered to as Macrobes, traditionally Macrobe refers to M-Psychs, the description of which led the term to be coined. Parahumans are creatures outside of the species Homo Sapiens which nontheless possess human shape. Parahumans are often (but not always) psychically active, and some parahumans may also fall under the M-Psych or N-Psych categories.


Luna, commonly known as the Moon, is a Macrobe in orbit around the Earth, and is the largest piece of pseudo-biological paratechnology known to humanity. She was built, or grown, for an unknown purpose sometime before the hadean era ended. Though possessing immense computational power and intelligence, her psychic field is comparatively weak for an entity of her size, and her personality appears to be mutable. She freely admits that she has been influenced strongly by humanity's perception of her over millions of years, and has become [a huge humanaboo lmaooo]. She does not drastically interfere with humanity, and apparently cannot do so, but appears occasionally through holographic projection (through fine manipulation of reflective moon dust), psychic contact, online personas, and physical avatars made by paratechnology given to devotees.

Known aliases include: Isis, Artemis, Diana, Gabriel (one of few male aliases), Princess Kaguya, the Lady of the Lake, Marilyn Monroe, Cate Blanchett, and indie Vtuber Annika Tsukihime. Aliases and avatars appear to be capable of independent action, and only able to communicate with Luna while the physical moon is in the sky. Luna is apparently in favor of the continued existence of human society and normalcy, though is willing to impart some knowledge to those who have already seen through normalcy according to her whims. She is an incredibly good actor, and none of her aliases have substantially broken normalcy in the modern day. She is most commonly described as bubbly, personable, coy, and condescending, and often appears as a dead female loved one, preferentially white European, or else as an woman pleasing to the taste of her collocutor.


Homo Abditus is a diverse mutated subspecies of Homo Sapiens. The most common English name for this group is "Elfs", though they are also called "Witches" and "Goblins", among other names. They are found globally in insular communities, hidden by paratechnological and psychic means. Anthropological studies suggest that Homo Abditus communities both manipulate and emulate local folklore to ensure that baseline humans perceived them as not real, not worth bothering, dangerous, harmless, and too mysterious to interfere with. Though Homo Abditus are a subspecies of Homo Sapiens, OSIRIS classes Homo Abditus as a Parahuman group.

Homo Abditus communities apparently all trace their ancestry back to a single source, a legendary ancestor or deity, possibly a Macrobe. The name of this ancestor in all communities seems to be linguistically descended from the obscure ugaritic deity Kothar Elhatu, the Wise Destroying-Lord of the Spear, who has apparently vanished "within". Their use of paratechnology relies on cryptic and closely guarded oral traditions. Interrogation of living specimens has proved unfeasible, and the paratechnology possessed by Homo Abditus communities is currently inaccessible to OSIRIS agents.


The LIBRA project was a series of experiments conducted to attempt the artificial creation of psychically active humans. These tests relied on paratechnology salvaged from the floor of the Atlantic Ocean, including psychoactive substances (Solutions B-F), paratechnological devices (Objects 54-60), and memetically active patterns (Motifs C1-C4). The LIBRA project was deemed a liability to normalcy in 20XX after [REDACTED] test subjects escaped. Subsequently, all test subjects still under OSIRIS supervision have been disposed of, and [REDACTED] escaped test subjects have been terminated.

Successful LIBRA test subjects display(ed) the following traits: Erratic Behavior, Narcissistic and megalomaniacal tendencies, increased artistic and theatric talent and tendencies, greatly increased psychic influence (both actual and potential), and being too damn annoying for a certain piece of self-righteous geometry. LIBRA test subject were all tattooed with a Libra constellation symbol on the nape of their neck, along with an identification number. LIBRA test subjects are all extremely dangerous. Sightings should be reported to OSIRIS security, and field teams without an OSIRIS Theurge present should not engage.


"The Sleeper" is an entity that has been identified by a OSIRIS as a Macrobe, located in the Mohorovičić discontinuity below the Shetland islands. The Sleeper's psychic influence represents a global "background radiation", overlapping everywhere with the Human Collective Unconscious, if the two phenomena are not in fact the same. This fact has led to the identification of many Sleeper-inspired figures in folklore, fiction, and religion. Analysis of this folkloric evidence leads OSIRIS agents to believe the Sleeper physically resembles an squat, radially symmetric decapod of unknown size. Accounts of psychically sensitive individuals allege that the Sleeper maintains a psychic para-reality, the alleged "Dreamlands". No direct evidence for this has been found by OSIRIS scientists, and it is suspected that this phenomenon is in fact random hallucinations caused by prolonged psychic vulnerability.

Saturday, October 9, 2021

Traincrawl: Coldward

 


Traincrawl is a one dimensional depth crawl by SunderedWorldDM. I'm writing the coldward half of this depth crawl, away from the engine and toward the caboose1, while my Collaborator, whom I have worked with Before will be making the engineward half. The following three tables are depth tables, invented by cavegirl (from whom I have also stolen some entries on these tables). When you enter a new car, roll a d6 on both tables, adding the distance in number of cars from your starting car (so the first car you explore will be +0, the second +1, etc.). Every car has a 2 in 6 chance of being semi-permanently inhabited, and each inhabited car has a 50% chance of having a party and a 50% chance of having a murder mystery. If the car cannot be feasibly inhabited by humans, elfs live there

Car:

  1. Boxcar
  2. Seating Car (Six seats wide)
  3. Seating Car (Four seats wide)
  4. Sleeping Car
  5. Dining Car
  6. Observation Car
  7. Aquarium
  8. Bar
  9. Meditation car
  10. Medical Car
  11. Freezer Car
  12. Tomb Car
  13. Cryocar
  14. Research Car
  15. Ritual Car
  16. Dessert Car
  17. Palace Car
  18. Garden Car
  19. AI Car
  20. Caboose

 Details:

  1. Empty
  2. Graffiti'd
  3. Odd Aspect Ratio
  4. Maintained
  5. Guarded
  6. Dead Scavengers
  7. Cold
  8. Sedate
  9. Impervious
  10. Filigreed
  11. Automated
  12. Ticket Check
  13. Frozen
  14. Laser Turrets
  15. Stabilized
  16. Open Window
  17. Opulent Party
  18. Crystalline
  19. Bose-Einstein
  20. Perfect

 Encounters:

  1. Empty
  2. Scrappers, outgoing
  3. Scrappers, returning
  4. Broken Servitor
  5. Strong Wind
  6. Hypothermic Dabbler
  7. Elf Rescue Team
  8. Mummy
  9. Mobile Ice Crystal
  10. Functioning Servitor
  11. Ice Wizard
  12. Glass Butler
  13. Polar Bear
  14. Glass Birds
  15. Remorhaz
  16. Confection
  17. Elf Bacchanal
  18. White Queen
  19. Sentient Ice Crystal
  20. The Great Intelligence

Descriptions forthcoming, probably in the other 3 collab posts remaining in GLoGtober.

1Caboose is a silly word

Wednesday, March 3, 2021

Race as Class for the Great Sea

Elves

Prerequisite: 13+ Charisma. Every level taken in an elven class contributes to the [elven level] score. You have the [Additional] power of the elven class you took last. You are treated with disdain among humans, unless you are baptized and church sanctioned. Elves can only reach level 4 in a 6 level system, or level 7 in a 10 level system 
 

Elven Sorcerer

You are a glass-spinner, a fate-burner, a wonderworker. Human magicians wish they had what you have.
 
Health and Saves as Wizard. You may cast spells as a wizard of your elven sorcerer level, except you must dedicate 2 prepared spells and 1 cantrip to the spells Fatefire, Elvenglass, and the cantrip Phantasy. You cannot be affected by prophecy, your children never have birth defects, and, [Additionally] when you cast a spell, you may have every creature who can see the spell save or be dazzled by it.
 

Elven Knight

You are among the noble or half-noble caste of elven society, and assert a surprising amount of influence over your chosen heir. After all, you could just choose the other side.
 
Health as Thief, saves as Fighter. You fight as a fighter of your elven knight level. [Additionally] You are a person of exceeding etiquette, even among lowly humans, and are always considered to act with grace. Your level of etiquette increases according to the following paradigm: 1. Good for Frontier Castles, 2. Good for upper level nobles, 3. Good for Real Royal Courts, 4. Good for Popes 
[Additionally] you may cast Command [level] times per week against human peasants.
 

Elven Heir

You are a pureblood descendant of the Great King, or at least you claim to be, and you are ready to fight for your inheritance

Health and Saves as Thief. You have a small kingdom, with [elven level] elven "knights" (level 1) and [elven level]* 10 human peasants who hate your guts. At least half (rounded up) of your elven knights must remain in your kingdom. Else, your peasants have a cumulative 1 in 6 chance of revolting per week. You may order around a retinue of [level]*2 peasants who follow you on your adventures.

[Elven Level] Titles
1. Dreamer, Blade, Claimant
2. Wonderer, Elf-at-Arms, Heir
3. Sorcerer, Questant, Prince
4. Witch, Knight, Regulus

Dwarfs

Prerequisite: 13+ Constitution. Every level taken in an dwarfish class contributes to the [dwarfish level] score. You have the [Additional] power of the dwarfish class you took last. You are treated standoffishly by humans. You may only reach level 5 in a 6 level system, or 8 in a 10 level system.
 

Dwarfish Pawn

You must do what you must do. For the good of the colony.
 
You fight, save, and roll health as a fighter of your level. You do not suffer from tidal effects, motion sickness, and have advantage against poison. [Additionally], you may take an extra move or attack on each round, but this move is determined by a command from either your allies or your enemies (highest Cha on each side makes the roll, advantage for ally side).
 

Dwarfish Commander

You must keep things running, turn the wheel, keep it in your head. But First, Delegate.
 
You fight, save, and roll health as a cleric. You have photographic memory, and understand the workings and necessities of both machines and settlements. [Additionally], you may command an ally to take either an extra move or attack, and have a +5 to command Dwarfish Pawns.
 

Dwarfish Thaumaturge

You are one of those who keeps the hidden worlds of the dwarves hidden, who keeps alight the fatefire cores, who turns the wheel.
 
Health and Saves as a cleric. Fight as a Wizard. You may cast spells as a wizard, except that you must dedicate two of your prepared spells and one of your cantrips to the spells Folded Sword, Sealed Space, and the cantrip Practicality
 

Other 

Elemental Spirit

Special Prerequisite: Party must have the favor of a greater elemental (oath of fealty or prophecy type of favor).
 
Health as thief, saves as cleric. Once, you were naught but spirit. Now, the Goddess has chosen you as a servant. Elemental spirits may only reach level 4 in a 6 level system, or level 7 in a 10 level system. Choose one at first level and every other level thereafter:
  • Four-Armed: may make an extra attack. Any miss is a crit fail if you attack twice. Choose again: misses work normally.
  • Three Eyed: May detect magic, can only be opened [level] rounds/day. Choose again: always on.
  • Radiant Halo: Shed light as torch. Choose again: Light damages all creatures according to their purity.
  • Shapeshifter: May pass as human, negating all other abilities. Choose again: may appear as an animal with [level]/2 of your supernatural attributes.
  • Courtier of Heaven: Divine beings (including Archons, Angels, and Demons) know you and regard you with respect. Choose again: holy people know you and respect you piously.
  • Sibling-Storm: may attempt to call forth light rain (4 in 6), storm (3 in 6), and lightning (2 in 6) once per day for [level] hours (lightning is instantaneous but the surrounding storm persists). If you fail, you gain the attention of one of the winds. Choose again, increase the chance of success by 1, and you may choose to fail.
  • Prince of Earth: May attempt to bless fields (4 in 6), gain knowledge of local geography (including dungeons, 3 in 6), or shape wood and stone (2 in 6). Failure draws the attention of the local Archon. Choose again: increase the chance by 1, and you may choose to fail.
  • Genii: May create [level]*2 sp worth of expensive materials, such as silk, gold, spices, etc. once per month. Choose again: May create inexpensive materials, like wood, dressed stone, etc.. You may "Take a loan", creating any amount of materials in any shape or form. When you do, take note of the equivalent time in months. There is "interest" equal to the time in months/3 (so if you take 2 months of materials, the result is 2+2*(2/3) months of wait to refresh) .

Accursed Adept

Health as thief, saves as wizard. Those blasted magicians! They've turned you into a newt! Well, newt-like. Gain spells as wizard, but commoners don't like you because you are a vermin furry or cyclops or something. You have an affinity with animals you resemble. You may call to them psychically whereupon they will infest a location the size of 2 blocks over the course of a day. While in that location, you can cause them to swarm, dealing [level] damage to creatures and fragile objects in a [level]*5 foot radius, or command up to [level] of the creatures to do your bidding. (if you don't resemble an animal, you may choose what animal to conjure, or choose imps, gremlins, or the undead.
Accursed Adepts may only reach level 5 in a 6 level system, or level 8 in a ten level system.
Starting items: Robe which somewhat conceals your features, 1d4 stolen scrolls, 1 stolen implement.

Undead Shepherd

Health and saves as thief. You died a while ago, and joined the silent ranks of the calm dead. This means that you are an overwhelmingly friendly skeleton. You may pick locks and detect/remove traps like a thief one level lower. As well, your presence is extremely calming. For those faithful to Gaia, you have a 3 in 6 chance to calm them down, 2 in 6 for unaffiliated, 1 in 6 for followers of other gods. This may be repeated every round against skeletons, and every second round against other undead. Calm undead may be directed by you, but will not attack and may only shuffle around drowsily. If a calm undead is returned to its grave, it ceases being undead.

New Spells

Elvenglass

Over the course of an hour (at lowest level), you spin an edifice from thin air, which appears as colored glass. Its size is determined by [elven level]: 1. Tent-size, 2. Hovel size, 3. House size, 4. Palace size. Increased size means increased time. The edifice is strong, but brittle. It keeps out rain, but does not keep out temperature, and becomes very hot in sunlight. It cannot support weight without a second casting, and will slowly evaporate over the course of a week without a third.

Fatefire

A fiery outpouring of chaotic, aurora-like flame erupts from you, the same fire which always burns in your elven soul. As fireball, but any who have fates, geases, or curses on them who are damaged by it take an extra 2d6 damage and have those effects destroyed. This consumes one of your souls, and this soul cannot be replaced, but rather regenerates at a rate of 1 soul per 7 years.

A lesser version of this spell can be cast without damage via touch, dealing ([elven level]/2)d4 damage to unfated beings, Xd10 to Fated beings, and burning scrolls of prophecy. In this form, it looks like a small green lighter-flame.


Folded Blade

You create a sword of folded space, exactly two dimensional (ergo, absolute sharp). It lasts [dwarfish level] rounds. It is incredibly dangerous to use. Holding it deals 1d6 damage to the wielder per turn. If the wielder is trained in its use, and more than 6 damage is dealt to the wielder by the sword, the sword cuts off the wielder's fingers. This damage threshold is 3 for untrained wielders. If the sword is dropped, it disappears into an impossibly thin cut in the earth. If the sword passes through anything with a diameter smaller than the length of the sword, it is cut perfectly and instantly regardless of material. If the sword only passes through part of the object's diameter, it does no damage.

Phantasy

A minor, beautiful effect is created. The effect is obviously illusory and harmless, but may effect an area as large as a house, and can create a glamour on/of living creatures (this glamour cannot disguise the creature's identity). Examples: making a fountain flow with gems instead of water, conjuring little pixies, creating an illusion of springtime, decorating a house with paintings, tapestries, and banners. Effects created in this way are vague, resembling watercolor, colored fire, mirages, or shimmering bubbles when viewed at all closely. A magician may have [elven level] of these effects occuring at one time.

Practicality

The caster cleans, oils, fixes, and resets one machine or simple mechanism, or summons a tool. The tools available are chosen when the caster learns this spell, and may only cover [Dwarfish level] options.

Sealed Space

With a hour of ritual, and a stick of chalk, up to a X by X cube, where X is [Dwarfish Level]*10, can be prepared to become an extraplanar space. This space must abut a wall or floor. By touching the central sigil, the space becomes activated, enclosing the area. The space appears as a "Pocket", an almost spherical container composed of the same material as the space was made on (this spell cannot be cast on sand or some other loose material). All creatures inside the space are put into suspended animation. The space is connected to the real world via a small sigil on the surface it was created on. Erasing this sigil releases the space. The area around the sigil (corresponding to the area sealed) feels warped and disorienting, which causes all who enter it to become aware of the sigil. This spell lasts until the sigil is erased, or until the caster makes another space.
 
 
[Another one from my drafts. Again, probably (but not certainly) fit for play]



Tuesday, March 2, 2021

Templates: Skeleton Jazz _____, Glass Knight, Monke, and Incarnation who is doing his Very Best

 

These are all requests from the OSR discord. You can take these templates either at first level or when you would level up. If you no longer fit the requirement, you lose the template (but not the level) until you meet it again.

Skeleton Jazz ____

Requirement: be a skeleton or wear a lot of bones
Whatever you may have been before, you are now a musician in the skeleton army. Skeletons see you as one of their own, and are loathe to attack you. When you have access to a jazz instrument (which are slightly rare since it is medieval times) you may command a number of skeletons equal to your level. If you are actually a skeleton, your bare ribcage counts as a jazz instrument.

Glass Knight

Requirement: Have two artifacts of elvenglass (on your body or inhaled)
Elven enchantments and automata count you as an elf, but elves obviously recognize you as whatever you are. When you encounter elvenglass, you may dissolve and inhale it. At any point thereafter, you may exhale it onto another piece of elvenglass and cause it to grow new physical features as you wish.
(elvenglass is strong, but brittle, and can be any color)
 

Monke

Requirement: being a monke, or distaste and dissatisfaction with the modern world
You return to Monke. Over the course of a week, your body becomes hairy, your arms long and suitable for brachiation, and you lose the capacity to speak. You feel at all times, regardless of external screaming or ripping people's faces off, a sense of serene calm.
You may take this template more than once. This results in further monkification, such as growing a tail, becoming small, developing a taste for bugs, etc. 
Biomancers might be quite interested in your polymorphism.

Incarnation who is doing his Very Best

Requirement: the revelation of your divine nature
You have phenomenal cosmic powers, and would use them for good. Unfortunately, a lot of people are either allergic or immune to divinity. You can heal or harm people for [level]d6, but if this is the first time you've done so, there is a 1 in 4 chance of it not working, and a 1 in 4 chance of straight up killing them.

Possible part two: Mirror Thief, Grass Knight, Bifurcated Snerson (snake person), Mouse Army

 


Thursday, October 26, 2017

Exploring the Elfin Kingdoms

Who's winning the King's War today?

  1.  A powerful and ancient second generation elf, hoping to win the war so he can die and pass the kingdom on to his children (and do it right this time)
  2. A powerful and ancient second generation elf, hoping to win the war so he can achieve true immortality and reign forever with grace and terror
  3. An eminent third generation elf whose father cleverly won land with political marriage and intrigue
  4. An eminent third generation elf whose father won land by attacking his neighbors in dishonorable raids in during the great crusade
  5. An eminent third generation elf who won lands for himself during his youth and has his eyes set on a beautiful princess in a neighboring kingdom
  6. An eminent third generation elf who won lands for himself during his youth and has his eyes set on an plain princess in a neighboring kingdom for political purposes
  7. An eminent third generation elf who won lands for himself during his youth and has his eyes set on a dirt poor and gorgeous human peasant in his own kingdom
  8. A half-elf bastard knight who became a major player through the favor of his king
  9. A half-elf bastard knight who became a major player through sneaky stabby tactics
  10. A Human? What?

No, but seriously, who's actually winning the War?

Witch-Queen Pim is, though none of the other elves will admit it. From her city in the sea, she reigns over all the elves warring upon the land. Her magical power is unmatched anywhere in the world. In the dreamlands, she is next to a god and has deals with the most powerful among the dreamland's sedentary deities. When she steps upon the mainland, the war stops so the elf-kings can lay their coats at her feet.
Average out the above pictures to see what Witch-Queen Pim looks like
[Her kingdom in the sea is pretty cool so I'll write about that sometime]

What is this kingdom like?

  1. Lots of domes and spires. Light pink stone and dark wood. Shepherd peasants live in bright tents. Heath dominates the land.
  2. Sloped Roofs and green-painted wood. Kites affixed to every surface. Peasants work ripe vineyards. Knights wear hand-stitched scarves detailing funeral rites.
  3. Arcades below support gardens above. Streams run in every direction, starting rivers in other kingdoms. Most peasants are grain farmers and are often raided by the neighboring kingdoms.
  4. Buttresses and spines decorate the palaces. Peasants practice forestry and live in cottages. Knights wear the chitin of large spiders.
  5. Crystals adorn turrets and crenellenations. Peasants live below ground and are often miners. Shells are used as currency where gold is common.
  6. Fortified mansions replace palaces here. Peasants most often hunt, so meat is plentiful and eaten undercooked by the nobles. Horns and antlers replace weapons when steel is scarce.
  7. Almost the entire population dwells in decrepit and beautiful ruins. Peasants farm glowing fungus for ethereal elf-bread. Armor still bears groves where runes were writ in the last age.
  8. Roll again, but it's entirely underground. If this result is rolled again, it's further underground.

What menaces this kingdom?

  1. Non-violent heredity squabbles
  2. Violent heredity squabbles
  3. Famine
  4. The elves are killing their human peasants
  5. Big bad monster
  6. Roll twice more. This result can be rolled again. Elf kingdoms suck for humans.

How big?

  1. Literally just a hamlet
  2. 1d4 hamlets, 1 town
  3. 1d4 towns, 1 city
  4. 1d4 cities, 1 capital
As a rule of thumb, they fit in a 6-mile hex. They can be larger, though.
This one is ruled over by King Locrantz. He's kind of a jerk.

Why isn't the witch queen smiting them all now?

No one knows.

Friday, September 1, 2017

The Elfin War

Optional History: The Nephim

The earliest era known to historians of the Great Sea is the pre-marine era, when the earthly sphere was entirely desert, ruled by the goddess Cthon. The nephim were the humanoids designed by the three goddesses to survive the harsh desert and house the most powerful souls. The lesser souls that would become humans solely dwelt in the spheres above and below at this point.

The immortal nephim built the great black pyramids that dot the known lands, and enjoyed prosperity until the fall of Cthon and the creation of the Lords of Pain. After the fall of Cthon, Selene, who had previously ruled the underworld, caused an global ocean to form, far larger than the Great Sea. The nephim who survived on the sparse islands, though their population was less than a thousand, were given human souls from both above and below to rule over. When they ruled justly, they would ascend to the lunar sphere. When they were cruel, they were thrown to the underworld. When Gaia began her era and made the Great Sea, the nephim numbered less than five members.

The Great King Gu

Gu was a good man. Gu was a good warrior. Gu was a good strategist. Gu was, however, a terrible king. 

Gu was the first king after the nephim. He was what people today would call an elf, but there wasn't any distinction back then. Some people just lived longer than others. In fact, Gu is the ancestor to all modern elfs. He conquered, ruled, and seduced half the known world in his 200 years of life. 

At the height of his reign, he ruled over what is now all the human and elfin kingdoms. "Ruled," however, is a tentative term. The extent of his sovereignty was the taxes levied on the various city-states who governed themselves (mostly on the laws of the nephim). The provinces under his control warred constantly, though none dared approach the capital. After his death, his, "empire," shattered.

The root of the problem was this: the kings before him were nephim. No precedent was set for succession, because they were immortal. No precedent was set for enforcement, because they were divinely appointed. So the empire of Gu fell. 

The scholar priests of Selene posit that Gu was born of the unlikely (possibly miraculous) union of a nephim and a human. Thus, they say, he inherited the right of rulership, and passed it on to his children, the elves. It should come as no surprise that Selene is worshiped near exclusively in the elfin kingdoms.


The Thousand Heirs of Creation

Every elf is a bastard. Bastard blood from father to son, grandfather to father (though the length of an elfin generation makes about only 4-5 generations since Gu was alive). But Gu never bore a true heir, one that held the same strength of dominion as he did. So all elves fight for a throne given to no one.

When Gu died, all of his children made a bid for the crown. They seized control of whatever towns they could and went to war. The First Kings War never truly stopped. However, by the second generation, most of the full blooded humans rose up, under the banner of Patriarch Mortimer I, coincidentally the first patriarch, and conquered the holy city of Cerulemen (which was, of course, not holy then) as refugees.

To keep a strong claim, all elves seek to keep their bloodline as pure as possible. To make a half-elf is to waste a child. The first generation was when most of the families lost their claim: while most intermarried with humans, the more cunning/willful/insane pressured the Fatefire Mages. Within a few decades, a spell was devised to entwine an elf soul with chaotic magic, making elves fateless, magical, and unable to produce children with birth defects. Thus were born the True elves, born with fire in their heart from two children of Gu. The incest of the True elves was one of the factors leading to the Crusade of Cerulemen.

After the Crusade, the elf kings (of which there were 40-60)  were left with a few hundred human farmers and a few dozen half-elf bastard knights each. They couldn't levy farmers, especially not anymore, and they couldn't risk their knights. In addition, the human war-machine had begun in the east, conquering the previously elf-held southern plains and killing almost half of the elves there. For a few generations, all the elves could collectively manage was a rather poor defense and a great deal of intrigue.

The Second Kings War

After 400 years, or 3-4 elfin generations, The Kings War slowly restarted. The population of both humans and half-elves under the control of the Elf kings has returned to historic levels, and the Great Crusade has slowed to a crawl due to public disinterest and the fact that it has lasted for 400 years (though, again, technically never finished). Thus, without real outside threat, and now with actual armies, the elves reaffirmed to themselves that, yes, this land belongs to me and hey that guy's land should also belong to me.


Pretty much any elf or half-elf can make a claim and enter the war as a new belligerent. I'll detail mechanics for players making a claim a bit later.


One of the Elf Kings probably turned into this.
[Gotta cite this post for the True Elves and probably some other bits]