Tuesday, December 22, 2020

The Golden Moment

 Gentle readers, as a gift from me to all of you, I offer a short holiday story set in the same world as my book, The Marvelous Land of Ap.  I hope everyone has a joyous Christmas and a fabulous New Year.

Warmest regards,
George R. Shirer

THE GOLDEN MOMENT
A Holiday Tale of the Marvelous Land of Ap
It had been a hard winter in Ap. Thick snow blanketed the land and the River Surprise had frozen, so that a fat man could walk from one bank to the other without fear of falling through the ice. The days were short, the nights were long, and both were frigid. It had been a season of raging blizzards and creeping ice-fogs. No one went outside unless it was necessary. Some people decided to take sleeping potions and snooze their way through the bitter season. Most folks remained awake, to watch the hands of the calender-clocks creep toward Spring. However, before Spring could arrive, Winter had to end, and tonight was the night of Winter’s End.

Now, Winter’s End is one of the great holidays of the marvelous Land of Ap. It’s like New Year’s Eve, Christmas and Easter all rolled up into one grand night. Great bonfires would be lit and folk would keep vigil until sunrise, to say goodbye to the old year and hello to the new. There would be parties with good things to eat and drink, music and dancing, games and snowball fights. No one would be expected to work the next day, and if it was a particularly good party, no one would be expected to work the day after that either.

Monday, December 7, 2020

Katabasis - Level 10 "The Mad Tea Party"

 


Our descent into Katabasis, the City Underground, continues.
The tenth level is known as 'The Mad Tea Party" and it strives to live up to its reputation.  The locals certainly seem to enjoy their tea parties and one of the more popular draws for this level is the Children's Tea-Party. It can be found beyond the Bleeding-Hearts Cave, in a quiet little cavern resembliing a charming garden, including an artificial sun or moon, depending on the dictates and whims of the Tea Master. The attendees can enjoy a wide variety of pleasant and safe diversions, but note that adults are not permitted and any adult found on the grounds can expect, well, unpleasantness is the mildest term that comes to mind.
Other sites of note on this level include a Spatial Anomaly, near one of the exits. Unwary travelers have found themselves trapped within it, sometimes for days, and the nature of the anomaly changes quite frequently. The locals keep an eye on it, but don't interfere with it too much as it has proven useful in removing troublesome guests.
The Weeping Well and the Cavern of Masks are both interesting draws, and relatively safe, although the Well can be a bit depressing. For those of a more adventurous (or suicidal) temperment this level also contains a remnant of Madspace, the nature of which defies any kind of rational description. Enter it at your peril!
Also, there are two exits from this level. One near The Devil's Door and another in the northern area. Do not confuse either with the Gate of Blood & Madness! Sensible travelers will avoid that at all costs!

Tuesday, October 20, 2020

Katabasis - Level 09 "The Beach"


 Descending to the ninth level of Katabasis can be quite a shock to the inexperienced visitor to the City Underground. When one emerges into the ninth level, they are inundated by unexpected bright light and the sound of the ocean.

Known as 'The Beach' the ninth level is awash in magically produced sunlight. The exact means is unknown. Some theorize that the original builders enchanted the stone to produce the light, while others speculate that there are spells on this level that funnel natural sunlight into the level from the surface. Whatever its source, the Beaches bake in an eternal, natural noonday sun, which makes this level quite appealing to many of Katabasis's residents. Well, apart from the vampiric ones.

The sound of the ocean is completely artificial, however, as there are no oceans on this level.

Aside from its lighting, there isn't much else to draw the curious tourist to The Beach. The Council Chamber of the Four Winds is located on this level, but council meetings are closed to the general public. There is a section of the level where derelict Machines are dumped after ceasing to function, which sometimes attracts scavengers, and there is a Haunted Tower in the northwest corner of the level that may be appealing to paranormal explorers. Note, however, that many who enter the Haunted Tower never return.


Tuesday, September 22, 2020

Katabasis - Level 08 "The Eight-Pointed Star"


 The Eight-Pointed Star is one of those levels of the City Underground that can be quite peaceful or quite dangerous, depending upon whom you encounter. The dominant force within this level is a druidic circle, so it's probably not a great idea to do anything too ecologically damaging.  

Perhaps the greatest attraction on this level is the Embryonic Zoo, which contains halls upon halls of embryonic animals and beast preserved within special, magically enchanted glass jars. Apparently the embryos are still, technically, alive, as long as they remain within their jars. Note that this attraction probably isn't for those of a sensitive or gentle disposition.

Tuesday, September 1, 2020

Katabais - Level 07 "The Druid's Moon"


 When you reach level 7 of the City Underground, you'll probably want to take a bit of a breather. Well, you're in luck! The seventh level of Katabasis is known as 'The Druid's Moon,' and is one of the more tranquil levels of the city.

The area gets its name from the large enchanted moonstone that floats through the caverns and corridors, bathing them all in silver light. According to local legend, this faux moon was created by a powerful ArchDruid, and so this artificial moon is referred to as the Druid's Moon.

Interestingly, it is NOT the only moon-like object to drift through the corridors of this level. Some time back another moon-like object appeared in the corridors. Known as the Alien Moon, the light it casts has a peculiar greenish tinge to it that some say is responsible for the pornographic plague.

Overall, though, the seventh level of Katabasis is quite calm. We recommend getting rooms at The Empress's Knife, a rather nice inn/tavern. If you're feeling more daring, or are possibly afflicted by your experiences in 'Lust & Fishes' you may want to opt for a room at The Fuck Inn.

Do be careful though as the later often hosts individuals afflicted with the pornographic plague.

Tuesday, August 25, 2020

Katabasis - Level 06 "The Serpents' Snair"

 

So, you've made it through the 5th level (hopefully bereft of any nasty STDs or strange fetishes). and now find yourself descending to the 6th level of the City Underground. This level is known as The Serpents Snair. (Yes, we know that snare is spelt wrong but that's the way it's spelled in the various pamphlets available throughout the City Underground. We blame it on the lack of competant educators within Katabasis.)
The first thing you'll notice about this level is that it's very warm. Blood warm. But it's a dry heat so that's good. The second thing you'll notice, probably, is the preponderance of Serpents who inhabit this level. Most are benign, but not all.
Also, be advised that this level is currently afflicted with a contagious disease known as the Blight. We do not recommend intimate or even close contact with anyone from this level. 
In addition to the Blight and the large talking Serpents, this level has a few interesting oddities: an empty lighthouse(???), a Snowy Cavern where one can go to avoid the Serpents and enjoy some downhill sledding, and the  Gallery of Plague Art hosting art dealing with the Blight and sometimes art created by Blighted artistes.
Avoid the Angels. They can be rather tedious.

Tuesday, August 18, 2020

Katabasis - Level 05 "Lust & Fishes"

 

The fifth level of Katabasis, the City Underground, is known as 'Lust & Fishes.'

I can hear you all out there right now, thinking, Finally! We're getting to the good stuff!

Well, that depends entirely on your definition of good.

The first thing you'll encounter when entering the fitth level is an Evil Tome. It's your traditional evil book bound in flayed skin. Don't read it. Trust us on this. No matter how much it begs.

The two big draws for visitors to the 5th, are the Carnal Shrine and the Shrine of the Blessed Fish.

The Carnal Shrine is a nondenominational shrine to lust and sex. Only those who are nude or wearing sexual fetish gear may enter. Everyone else will be turned away. Photography is permitted, as long as you promise to share the pics. If you decide to visit the Carnal Shrine, it's a good idea to have penicillin or some other potent broadspectrum antibiotic on hand. If you get involved in any of the 'acts of worship' ahem use protection. And then wash your bits as soon as possible afterwards.

The Shrine of the Blessed Fish is a truly holy site devoted to the Blessed Fish and its faith, which has spread quite rapidly through Katabasis. No one seems to know, exactly, what the Blessed Fish offers the faithful, but its shrines and temples are generally considered quite nice and its priests can perform divine spells. Some will even do it for free. The truly faithful have begun to sprout gills and scales, and its not uncommon to encounter fish-eyed priests of this faith. Unfortunately, they and the Shrine tend to smell a bit like raw seafood left out for a bit too long. They seem unaware of this, so don't comment on it. That would be rude.

If you're feeling adventurous you could tour the Fallen Hive. If you're feeling homicidal/suicidal, check out The Murder Hole. Enjoy the Blood Murals and the Art Gallery, but we recommend avoiding The Blessed Fish restaurant, mainly because of its tacky name. Also, you enter The Lusty Goblin at your own risk.

When exiting this level, DO NOT partake of the waters from the Fountain of Unsetteling Desires. Unless you're in the market for a very niche and very weird fetish.


Tuesday, August 11, 2020

Katabasis - Level 04 "The Farmlands"

 

It's hard to imagine anyone growing anything under the earth, but the fourth level of Katabasis, the City Underground, proves that its entirely possible.

Known simply as 'The Farmlands' the fourth level of Katabasis is dominated by huge caverns. The environment of the Farmlands varies from the temperate to the deadly cold, and its residents prefer to be left alone to pursue their interests, whether they be raising crops or reanimating the dead.

If you do reach the fourth level, do try to take in the natural majesty of the Emperor's Cavern and wander by the Crystal Academy. It's probably best to avoid the Reliquery and, whatever you do, don't go near the Farm-in-the-Fog!

Also, the Child Necromancer is very fond of peppermints.

Monday, August 10, 2020

Katabasis - Level 03 "The Boring Bit"

 

After 'The Taste' the third level of Katabasis can be a bit of a letdown to the traveler hoping for some special weirdness.

The third level doesn't really have a proper, definitive name. Most folks just call it 'The Boring Bit' even though it has some interesting locations, such as the Insane Cathedral and a Zombie Insect Hive.  We won't even mention the Mechanical Brothel because it is a distinctly downmarket sort of establishment, patronized mainly by Machine-fetishists and the truly desperate.

Honestly, once you've seen the Cathedral, and maybe the Church of the Sacred Ichor, there isn't much more on this level to hold one's attention.

Thursday, August 6, 2020

KATABASIS - Level 02 "The Taste"

So, you've criss-crossed the Threshold and still want more from Katabasis, the City Underground. So you have made your way down to the next level. Perhaps you're just curious? Perhaps you want to see some of the things you heard about in the Sky Market or on the streets of Threshold. So you proceed down, to the second level, to 'The Taste' of Katabasis.
'The Taste' is where you start to get a real sense of just how 'different' Katabasis and its residents are from your ordinary city-dwellers. In the Taste you'll rub shoulders with Vampires and Insects, Necromancers and Troglodytes, Ghouls and Scientists. There's a Monastery and an Optometry School, as well as a Vampire Church and the Fountain of Madness.
The Taste is where about 90% of the casual visitors realize what they may be heading into, and decided they've seen enough. They hightail it back up to the Sky Market and are grateful to be beneath open sky again.
But the 10% that push on? That descend deeper into the City Underground? Well, they've got some interesting sights to look forward to seeing.
If they survive long enough. 

Wednesday, August 5, 2020

Poetry: A Trumpet Sounded....

Between bouts of domesticity today, there is art and poetry....

A TRUMPET SOUNDED

A trumpet sounded.
The heavens cracked like an egg,
spilling wild angels,
all across the world.
And those who thought themselves saved,
found that they were lost.
While those who were lost,
were lifted up, into glory.
The earth became a dream
the damned were doomed to endure
over and over,
banal and joyless,
without a hope of waking.
But it was not hell.
Hell was a story,
a viral idea gone wrong,
infecting the world.
God was not so cruel,
to burn a soul forever,
just for eating shrimp.

Katabasis - Level 01 "The Threshold"

Before you step foot into Katabasis, you pass through the Sky Market.

Technically, the Sky Market isn't part of the City Underground, as it exists on the surface and sprawls in great confusion around the Gates of Katabasis. The Sky Market occupies the ruins of the city that Katabasis grew from, and it runs all the hours of the day and night. If you just want to buy oddities or see strange sights, the Sky Market might be as far as you want to go.  However, if you want to actually venture into the City Underground, you must proceed through the Gates of Katabasis.

The Gates of Katabasis are made of a greenish-gray metal, eighteen feet tall and ten feet wide. They are flung open and have been open for as long as anyone can remember. The hinges are rusted and if anyone tried to close the gates, they would fail. At worst, the gates would probably fall off of their hinges.

The road into Katabasis is wide enough for two carts to pass one another. The stone is worn smooth by countless feet. There is plently of light from the open Gates, but as the road turns, the light dims and you find yourself walking in twilight. Nervous newcomers can be easily spotted at this juncture, because they will usually produce a torch or a lantern or a light-spell.

The air is cool and somewhat musty. It smells of dust and earth. Tangles of petrified roots emerge, at random points, from the walls and ceiling of the corridor. Vulgar graffiti glows on the tunnel walls, painted in bioluminescent substances that you probably don't want to think too much about.

You turn another corner, and now you are in the dark. Sounds take on a weird echoing quality. If this is your first time venturing into Katabasis, taking the Downward Road, your palms might get clammy. You might start wondering. What things lurk in the dark? Who would choose to live down here? Why am I going to this place?  Your stomach might be full of butterflies.

And then you turn the third corner and the Downward Road widens and you see the glow of lights and hear the familiar sounds of a city: traffic, voices, the thump of industrial machinery, music blaring from the darkness. 

The road open, suddenly, surprisingly, into a wide subterranean cavern. Carts move along the stone streets, laden with all manner of wares, and the sidewalks are crowded with all manner of creatures. Some you recognize. Some you don't.

Welcome to the First Level of Katabasis, the City Underground.

Welcome to the Threshold.


The Threshold is the oldest, most staid, level of Katabasis. The paths depicted above are not the only paths through the Theshold. There are tons of sidestreets and alleys, lesser avenues and streets. However, they are mainly filled with the same kind of things you'd find in your average city or town. The "E" marks the entrance to the level, while the "X" marks the exit/descent to the next level.

Please note the presence of graves and monuments at intersections. This is a common theme in the oldest levels of Katabasis.

Also, please note that there is usually some kind of interesting situation/individual you can encounter at a level's exit point.

Katabasis

The city of Katabasis corkscrews into the earth, diving down and spreading out, akin in some ways to an ant farm or, perhaps, a termite mound. The oldest, most staid parts of the city, are close to the surface.  However, the deeper one goes into Katabasis the stranger things can become.

There is no central city government. Each level of Katabasis is run by its residents, and travel between the city's levels can be frought with peril and, in general, is somewhat inconvenient. Katabasis is home to a wide range of races and individuals, those who embrace arcane magics and advanced sciences. As such, the dimensions of some of the city levels are perverse. There are caverns so large that they should not be possible, and places where time seems to flow in various directions. Violence is common on some levels, and one level is embroiled in an ugly war.

However, Katabasis is not inherantly evil. There are wonders within the city and residents who are as friendly and kind as anyone you might meet on the surface.  

Over the next few weeks, I will be presenting some of the levels of the City Underground for your education and amusement.  I hope you enjoy.

Wednesday, July 22, 2020

Lux Tenebris: Sister Silma


SISTER SILMA, L15 High Priestess of Rasha
STR     07(-2)
DEX    08(-1)
CON   10(+0)
INT     14(+2)
WIS     16(+3)
CHA   17(+3)
HP       72

Racial Traits
Darkvision
Keen Senses
Fey Ancestry
Trance
Cantrip: Dancing Lights
Languages: Celestial, Common, Elvish, Halfling, Sylvan

Proficiencies(+5)
Armor: Light, Medium, Shields
Weapons: All simple weapons*
Tools: Calligrapher's Supplies*
Saves: Wisdom(+8), Charisma(+8)
Skills: History(+7), Insight(+8), Persuasion(+8), Religion(+7)

Feats
Shelter of the Faithful
* * *
Spellcasting
Divine Domain: Light
- Bonus Cantrip: Light
- Warding Flare
- Improved Flare
- Potent Spellcasting
Channel Divinity(2x)
- Turn Undead
- Radiance of the Dawn
Destroy Undead (3 or Lower)
Divine Intervention
* * *
Spellcasting
Spell DC:  16
Atk Mod: +8
Cantrips(5): Guidance, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
L1(4): burning hands, faerie fire, Bless, Cure Wounds, Sanctuary, Shield of Faith
L2(3): Continual Flame, Lesser Restoration, Spiritual Weapon
L3(3): flaming sphere, scorching ray, Beacon of Hope, Dispel Magic, Revivify
L4(3): Banishment, Death Ward, Guardian of Faith
L5(2): daylight, fireball, Dispel Evil & Good, Greater Restoration
L6(1):  Heal
L7(1): guardian of faith, wall of fire, Resurrection
L8(1): Holy Aura

*Author's Note: Because of her background, Sister Silma never took part in Elvish Weapon Training. That Racial Trait was switched out for a Proficiency with Caligrapher's Tools.

Sister Silma is the aged and reverred High Priestess of the Temple of Rasha-of-the-Moon in the elvish city-state of Moonhome.
She came from humble beginnings, born to common parents.  Her birth was difficult and when Silma was born she was a sickly and frail infant.  Many of her parents contemporaries suggested it would be kinder, and more pragmatic, to abandon the infant to the wild.  Silma's parents did not heed this advice, and raised their daughter with care and love.
Silma grew up within the growing city of Goldsun. Because of her fragile health, she was granted a dispensation so she did not attend the mandatory military training most Goldsun elves undergo. Instead, she found herself drawn to a life of devotion. She became an accolyte in the Temple of Rasha, where she spent most of her days working in the temple's scriptorium, applying her talent for caligraphy as she produced duplicates of the temple's holy books.
However, even though Silma lived apart from the rest of Goldsun, she was not unaware of the discontent growing among the common elves of the city. The High King had already begun a program of repression against the so-called malcontents of the city. As time passed, the repressive tactics grew bloodier.
Distraught by these events, Silma sought solace and guidance in prayer. One evening, as she was praying, Silma received a vision from the goddess, Rasha, herself. The goddess instructed Silma to gather the unhappy elves of Goldsun and lead them north.
Silma was not the only elf in Goldsun to receive this divine vision, and in the visions of others the young woman was identified as the leader of this divine exodus. The reaction from the city's secular and spiritual authorities was immediate. The holy vision was dismissed as 'vile sorcery' and those who claimed to have recieved it were rounded up and imprisoned. Sister Silma found herself facing the fury of the temple's High Priestess, who demanded she renounce this vision. Silma refused.  As a result, the High Priestess ordered Silma to be locked within a tower cell until she saw sense.
Other visions followed, not so easily dismissed as the product of 'sorcerous malcontents' but the authorities continued their repressive policies. Finally, in an effort to pin the entire affair on a scapegoat, Sister Silma was brought before the High King and the leaders of Goldsun's spiritual community. She was ordered to renounce the visions as the product of sorcery, or she would be executed.
As the High King made his threat, however, the goddess Rasha intervened. Appearing in the court as a whirlwind of burning radiance, the goddess lashed out at her High Priestess. The woman was struck blind, defrocked and sent away from Goldsun by the goddess, to wander through the Underdark.
In a furious voice, Rasha ordered the High King to free Silma and the others he had wrongly imprisoned and to reflect upon his decisions lest she withdraw her divine favor from the elves of Goldsun.  And if she did that, they would all suffer a similar fate to that of her former High Priestess.
The High King immediately ordered Silma and the others free. They were given what supplies they requested and allowed to leave the city.
Guided by visions from Rasha, the party of about 1000 elves left Goldsun and headed north, through the dreaded Lirwood. Eventually, they stumbled upon the Feywild Path, where they encountered the benevolent Archfey known as the Shepherd-of-the-Leaves. He led the party along the path, through the Feywild, and back into the mortal world on the northeastern side of the Stonespear Mountains.
It was here, at the edge of the Braerosean Wastes and the Stonespear Mountains, that the group of pilgrims severed. The voyage from Goldsun had been hard and dangerous. Lives had been lost, in the Lirwood, in the Feywild. Some of the pilgrims expressed doubts and eventually chose to leave the group. About a hundred elves broke away from the group and chose to head south. Their fate remains unknown.
Silma experienced a crisis of faith herself at this point and sought respite in prayer and meditation. Eventually, she gathered herself together and led the group forward, into the Stonespear Mountains.
Eventually, the group discovered the valley where they would establish the community of Moonhome. The first winter there was difficult and many died, but the survivors persevered and the little community took root and began to grow. Unexpected help came with the arrival of the silver dragon, Hankatar, the Brothers of the Vine and then the wizard, Aureum Oduro.
Sister Silma had gratefully relinquished much of her authority by this time to the community's secular leaders. She still concerned herself with their spiritual health and development, but acknowledged the fact that she had no experience or talent for planning streets or negotiating trade contracts.
However, as Sister Silma began to withdraw from secular life, she was cautiouned by her goddess about leaving the elves to their own devices. That without her guidance, the community would become as insular and closeminded as Goldsun.
Silma hoped that this was not true, but saw what her goddess meant when refugees began to arrive in Moonhome. Most were welcome, but not all. And when the drow appeared, the city seemed on the verge of rejecting them outright.
Realizing she could not abandon her responsibilities, no matter how tired she was, Sister Silma solved the drow situation by donning her full ceremonial regalia as High Priestess of Rasha, walking through the streets of Moonhome to the city gates and formally welcoming the drow.
Her actions mollified the community and the drow were welcomed, despite some grumbling from the more conservative elements among the elves.
However, Sister Silma's actions have had unexpected repurcussions. Not just for Moonhome, but for all of Nur. Moonhome now finds itself upon the continent's political stage, advocating for greater tollerance and acceptance for all. A stance that has earned them new allies and some enemies among the regional city-states.
Sister Silma never intended to become a political firebrand or spiritual leader, but she now finds herself filling both of those positions.  She spends her days acting as a mediator between political factions, encouraging all sides to find common ground, and her nights in quiet prayer and meditation.
Her health remains fragile and there are some days she cannot leave the grounds of the Temple. Her accolytes, fellow priests and attendants fret and fuss over her, much to the sister's annoyance. She knows that she is old, but she also knows that she will not die, until her duty to her goddess is complete. Until then, Sister Silma will continue to enlighten those around her, guiding by kind example, supported by both the city-state that she helped establish and the goddess that she serves.

Friday, July 17, 2020

Today, A Haiku Story


Today was crappy.
I forgot to pay a bill,
and it made me mad

It just spun me out,
made me feel stupid and old.
My feelings ate me.

I came home and sulked.
Made a YouTube video,
vented to the world.

Afterwards, I hid.
I slid into my bedroom,
feeling poisonous.

I sulked and I stewed.
I played solitaire a lot,
and I watched YouTube.

Then I checked Facebook,
and saw that my day was good,
compared to others.

No one I love died,
I'm not a victim of hate,
and I have my health.

My day was not bad,
compared to some other's days,
because I'm still here.

Perspective is good.
It can be enlightening.
It can be shaming.

My day was not bad.
I forgot to pay a bill.
That's nothing at all.

Monday, July 13, 2020

Neon Haiku


Were you there that night,
When the lights died in Neon?
When the gods cursed them?

Did you see them fall,
the star-towers and sky-homes?
Did you watch them die?

The city's proud folk,
undone by their own hubris,
condemned to shadow.

No light can shine there,
not candle or torch or lamp.
Now darkness rules there.

But Neon lives on
in a peculiar fashion
of its own making.

Misery is gold.
At least when it's not your own.
Suffering is silver.

Folk come to Neon,
to gaze at its lost wonders,
to stare at its folk.

Some come there to hide.
Some come to be forgotten.
And some come to die.

Neon welcomes them,
as graveyards welcome the dead.
But some come and live.

Death begats new life.
Neon fell but it rises,
it lurches to life.

From the Water March
to the great Fallen Palace,
the city rises.

The merchants gather
in Downmarket and Gloom Street.
The city rises.

Priests whisper prayers
asking the gods for mercy.
The city rises.

In the deep shadows,
rogues go about their dark work.
The city rises.

The carrion men
sell corpses fresh from their graves.
The city rises.

Whores of every stripe
offer dark pleasures for gold.
The city rises.

Watchmen walk the streets,
alert for any trouble.
The city rises.

Urchins beg sweetly
from every shadowed doorway.
The city rises.

Adventurers come
braving the dark, hunting fame.
The city rises.

Monday, June 29, 2020

Lux Tenebris: Moonhome - Part 2

Moonhome was founded two centuries ago, but has grown quickly.  At present, it has a population of approximately 8,160 citizens.  Approximately 62% (5060) of Moonhome's population is of elvish blood.  Humans comprise about 25% (2040) of the population, with halflings consisting of 5% (408) and dwarves about 2% (163). The remainder of Moonhome's population consists of other races, such as freescale dragonborn, gnomes, etc.

In the two centuries since its founding, Moonhome has grown organically. The original settlers did not have a city plan in mind when they established their first homes, rather they built where they liked and, over time, those temporary lodgings evolved into more durable and permanent structures.  Over time, well-worn pathways evolved into rough-lanes and cobblestoned streets.

This pattern of organic growth and expansion continued when the first new settlers arrived. As a result, Moonhome is not organized into metropolitan wards, like other cities, but rather functions as a series of close-knit, albeit independently run village-neighborhoods who send representatives to the City Council.

Because of this, Moonhome's neighborhood-villages all have very distinct personalities. In recent years, there has been a push for a more formal city plan to be developed, as Moonhome expands. This idea is being pushed for the sake of public sanitation and health, moreso than anything else. However, calls for centralizing authority and power in the hands of the City Council are usually met with stiff resistance from the majority of Moonhome's residents.  In their minds, less government is a good thing.

Moonhome does have a Mayor, who runs for election once every eight years.  The Mayor's job is mostly ceremonial and administrative. He sets the agenda for the City Council, supervises various public works and is responsible for city-wide services, such as the City Watch and the City Militia.

Council Members represent Moonhome's five neighborhood-villages. The Council Members are chosen from the members of the neighborhood-village councils by those councils. Council member terms vary depending on which neighborhood-village they represent. For example, Dragonhearth's Council Member is replaced once every four years, while Mountview's Council Member is replaced yearly. Because of this, the makeup and disposition of the City Council changes quite frequently.

Moonhome has five distinct neighborhood-villages: Dragonhearth, Bridges, Mountview, Solace and Checkers.

Dragonhearth is the oldest of Moonhome's neighborhoods. It was the site of the first settlement, two centuries ago. Those rough lean-to's and tents have long been replaced with sturdy wood and stone houses, the rough lanes replaced with cobblestoned streets lit by witchlights strung on wires that stretch across its streets, from building to building.  The City Council House is located in Dragonhearth, on the east side of Silver Dragon Park. Across the park, facing the City Council House, is the Temple of Rasha-of-the-Moon. The Temple was the first public works project funded by the city and is the tallest structure in Moonhome. The Temple's Tower rises three-hundred feet (about 15 stories) into the air and, at night, the blessed silver lamp at the tower's apex casts a silver-blue glow over the entirely of Dragonhearth.
Dragonhearth's most famous resident is it's namesake, the elder silver dragon, Hankatar. It is common knowledge that Hankatar has a home in Dragonhearth, and that he walks the streets of Moonhome in a humanoid guise. However, no one seems to know what the dragon's humanoid form looks like, so folk in Dragonhearth tend to be very polite to people they meet on the street or in the shops. After all, one doesn't know that the old fellow having a friendly chat with the waitress at the tea shop isn't the Silver Dragon of Moonhome. Do they?

West of Dragonhearth, just across Laughing Water Stream, is the neighborhood of Bridges.  Bridges is a very damp neighborhood. There are a myriad of streams that crisscross the area, producing some very damp ground.  Nevertheless, as Moonhome's population expanded, new residents began to move into the area. Attempts to redirect the various streams ended badly, until the residents decided to work around the flow of water.
Buildings in Bridges are built on elevated platforms that place them at least a foot above the ground. In some areas, where seasonal flooding occurs, the buildings are placed much higher. Numerous pedestrian bridges crisscross the neighborhood's streams, many of them ornately carved and decorated by local artisans. Streets in Bridges are unpaved and, during the rainy summer months, turn into muddy tracts that can bog down a laden cart.  As such, Bridge's retail and commercial businesses tend to occupy properties near the borders to Dragonhearth and Checkers.
Bridges is a fairly quiet neighborhood. Most of the residents are elves who came to Moonhome from human-dominated cities, such as Fallen Baramir and Swordhold. Many retain the styles and customs from those cities, so it isn't uncommon to encounter elves dressed in the fashions of Swordhold or humming popular songs from the streets of Darkwater on any of the neighborhood's lovely pedestrian bridges.

To the east of Dragonhearth, is the neighborhood called Mountview.  Mountview was the site of Moonhome's first expansion. The area was chosen by the Brothers of the Vine as the site of their monastery and winery. The brothers built their monastery facing the east, giving them an excellent view of the mountains that surround the valley. The monastary and the winery still stand today, at the heart of Mountview, surrounded by homes and businesses.
If Moonhome has an industrial center, Mountview is that place. This neighborhood is where the majority of Moonhome's manafactories and crafthalls are set up. There are several small guildhalls established in Mountview, as well as trade schools.
Mountview is also the site of the Street of Treasures. This street runs between Dragonhearth and Mountview, containing shops that sell fine, imported goods. There are restaurants and tea shops, wine bars and book shops, perfumeries and jewelers.
In addition to industry and commerce, Mountview is also the site of various temples. Ratava, the Goddess of Pleasure, has a fairly large temple in south Mountview, near Solace, as does Kasam, the God of Charity and Wealth, and Neka, the Goddess of Trade and Diplomacy.

North of Bridges, Dragonhearth and Mountview is Checkers. The northernmost of Moonhome's neighborhoods, and the largest, Checkers is a predominantly agrarian community. Most of the residents are halflings, who came to Moonhome with the Brothers of the Vine, and sent word to family and friends about the new city. The halflings arrival was a boon, as food production was starting to become a problem. The halflings chose to settle, initially, a little ways away from their neighbors. Initially, their settlement was called Neromil, but as time passed, the area became known as 'the Checkerboard' and, finally, just Checkers.  The name came from the checkerboard-like layout of farming fields in the neighborhood. However, many original halflings continue to refer to the neighborhood as Neromil, a Halfling word that translates, roughly, to 'New Home.'
Most of the homes and businesses in Checkers are built on the halfling scale, and integrated into the local landscape. The streets in Checkers are well maintained and the most ordererd, laid out in a pragmatic grid pattern.
Checkers and its residents provide most of Moonhome's food, and this gives the community a great deal of influence and leeway around the city. Halfling farmers are some of the wealthiest residents of the city, and most aren't shy about spending coin for creature comforts. Some halfling homes are quite ostentatious by that race's standards. However, the residents of Checkers also put money into their community. There are publicly-supported schools in the neighborhood which any child can attend, for free, and hospitals and hospices overseen by priests of Halab and Anola. There is a large communal Temple of Ralam, the God of Agriculture, at the heart of the neighborhood which doubles as the neighborhood Council House and as a venue for public events.
Checkers is so well-organized and laid out that the neighborhood has seen a large influx of newcomers, mostly human, who have brought new energy and excitement to this sleepy, northernmost part of Moonhome.

And, finally, south of Mountview and Dragonhearth is Moonhome's newest neighborhood, Solace. Initially, Solace was a refugee camp where newcomers to Moonhome, fleeing persecution and prejudice, settled and waited for permission to enter the city proper. As time passed, the tents were replaced with permanent structures and the grassy lanes became dirt and stone tracks. Many of Solace's refugees gradually integrated into the city's other neighborhoods, but some chose to make their home in the former camp. It was these people who built the neighborhood, naming it Solace and offering a welcome hand to newcomers, whether they were refugees or just visitors. Eventually, Solace was formally recognized as part of Moonhome and given a seat on the City Council.
Today, Solace continues to serve as the unofficial gateway to the rest of Moonhome. The neighborhood is dynamic, with people constantly coming and going at all times of the day and night. Solace has accomodations for everyone, from well-to-do merchants from Mountgate and Graycrown, to refugees fleeing the war. Many temples have established charitable institutions in the neighborhood, and there are more shrines, to more gods, in Solace than in any other part of Moonhome.
Solace's population is the most diverse in the city. Elves share the streets with dwarves and drow, half-ogres and humans, tieflings and gnomes. Even stranger creatures are sometimes seen in Solace, such as goliaths and tabaxi, and even freescale dragonborn. Its stores and markets reflect this diversity and you can find items and goods in Solace that can't be found anywhere else in Moonhome, not even on the Street of Treasures.
Sadly, Solace also sees a fair amount of street crime. Because of this, Solace's neighborhood Council works closely with and strongly supports the City Watch. In fact, watchmen in Solace get a generous stipend from the neighborhood Council, making duty there a popular and lucrative assignment.

Tuesday, June 23, 2020

Lux Tenebris: Moonhome


The city of Moonhome nestles in a valley within the Stonespear Mountains. It is not a very large city when compared to others, but it is one of the dominant political powers within Western Nur. This is more impressive when one takes into account that Moonhome is less than two hundred years old.

The city was founded by elves from Goldsun. Led by Sister Silma, a priestess of Rasha, these Goldsun elves were commoners who grew discontent with their lack of a voice in the government of their city.  Sister Silma did not seek to lead these malcontents, but had visionary dreams sent to her by the goddess, Rasha, instructing her to gather up the discontent elves and lead them north, to a new home.

This movement was, at first, violently repressed by both the secular and religious authorities within Goldsun. The persecution ended when the goddess, Rasha, cursed the High Priestess of her temple, transforming her into a monstrous creature and exiling her from the light of sun and moon.  After this abject lesson, the High King and the remaining temples were quick to withdraw their opposition and almost a thousand elves chose to depart with Sister Silma.

At first, the party traveled north, through the treacherous Lirwood, guided by rangers and Sister Silma's divine visions. It was these visions that led the party to what would become known as the Feywild Path, a supernatural route connecting the infamous Feywild with Lore at various points. By taking the Feywild Path, Sister Silma and her group cut weeks off of their travel time, even though it meant they had to brave the arcane vagaries of the Feywild itself.  Fortunately, the group's travels through the Feywild were guided and advised by an Archfey known as the Shepherd-of-the-Leaves.

The travelers emerged east of the Stonespear Mountains, on the edge of the dreaded Braerosen Wastes. At this point, some of the group questioned whether they had made the right choice, following Sister Silma. Some elves chose to leave the group and they traveled south, along the edge of the mountains.  They vanished and their fate remains unknown to this day.

The elves who remained were rewarded for their faith by a vision from Rasha. They were instructed to travel west, towards the moon's home. They obeyed, entering the Stonespear Mountains and traversing its peaks and valleys, until they came to a mountain valley where it appeared as if the moon was sinking into the ground. Realizing that this was their destination, the group quickly entered the valley and began to prepare for the coming winter.

The elves named their settlement Moonhome and it barely survived that first winter in the mountains. It was a time of privation and suffering, but the elves endured, and when spring arrived an unlikely ally arrived with it: a silver dragon.

The silver dragon was called Hankatar. He was an Elder Dragon who spent some seasons in the valley, and was willing to share the space with the elvish settlers as long as no one tried to steal from his horde.  The elves agreed and Hankatar became a valuable ally and source of information about the region.
As the elves established themselves in the valley, it became apparent that although they were largely self-sufficient, there were some things they needed that they could not produce themselves. They would need to open a trade route. This, however, would be difficult because of their isolation and their lack of tradeable goods. There was a market for elvish crafts in some cities, but it was doubtful Moonhome could produce anything unique enough to attract the attention of buyers.

At this point, Moonhome welcomed its first new residents. An order of monks, the Brothers of the Vine were devotees of the goddess Ratava, and they claimed to have been guided to Moonhome by their goddess, to give what aid and comfort they could to the elves. The Brothers were a mix of races, human and elf and halfling, all united by their devotion to Ratava and their love of wines.  They were welcomed to Moonhome and quickly established a monastary and vineyard. Within a decade, the Brothers were producing wines with amazing restorative properties, and Moonhome finally had a product that could be sold in the outside world.

Again, the problem of transport came up. Hankatar would not act as a beast of burden for the elves, and traveling overland would be long and hard. The only feasible option seemed to be the Feywild Path, but the elves were hesitant to use it. Without the Shepherd-of-the-Leaves to guide them, who knew if anyone would survive the journey or even where it would end.

The problem of transport would soon become moot with the arrival of a newcomer in the valley. Aureum Oduro was a wizard and a friend of Hankatar.  He arrived in Moonhome to visit the dragon and, when he learned of the elves' transport problem, offered to assist by establishing a teleport circle linking Moonhome with his estate near Fallen Baramir.  In exchange, Aureum asked for a parcel of land near the city where he could construct a home. After some discussion with Hankatar, the elves agreed.

Moonhome wines arrived in Fallen Baramir and became quite popular, not just among the esthetes of the city, but the healers as well. Their reputation as a restorative spread and soon Moonhome wines were in demand from Greycrown to Darkwater.

As the reputation of the wines spread, so to did stories of their source. Elves who had broken away from the Logra Delfa and settled in human cities, were particularly curious about this new elvish city.  Having lived among humans for so long, many of these elves found the stratified, conservative atmosphere of Goldsun to be too stifling.  Moonhome, however, sounded much more welcoming.

Inquiries were made about transport to the city, but traveling there was difficult and expensive. Still some of these elvish exiles persisted, even traveling overland, to arrive in Moonhome, dusty and weary, but happy to have finally arrived. They were made welcome, and many chose to remain in the growing city, sending word back to friends and relations of their warm welcome and the open nature of the city.

Moonhome's reputation and isolation made it naturally appealing to those individuals and groups seeking to escape persecution.  Misfits and malcontents, the persecuted and the denigrated began to seek out the city. Many chose to remain, heartened by the genial nature and laissez-faire attitude of the citizenry, contributing to its growth and cultural diversity.

However, even the tolerance of Moonhome's residence was tested with the arrival of the first drow refugees in the valley. The city's elvish founders were divided on the issue of whether to welcome the drow or send them away.  The non-elvish citizens waited and watched, curious to see what the city founders would do and how their decision would shape Moonhome's future.

It was Sister Silma, ancient and venerated, who resolved the situation. As High Priestess of the Temple of Rasha, in full ceremonial regalia, she walked to the city gates and personally welcomed the drow refugees to Moonhome.  Any question as to whether Moonhome would welcome and accept the drow among them vanished. The drow were welcome, and if that welcome was cooler than others had received, the fact that they were welcome at all was seen as a great blessing among them, and a sign of the clear division between Moonhome and Goldsun by others.

Until this point, Goldsun had largely ignored Moonhome. With their acceptance of the hated drow into their city, however, Goldsun disregard turned to cold hostility. All trade and commerce between the two elvish city-states came to a sharp end and Moonhome's residents were banned from setting foot with Goldsun's domain upon pain of death.  Moonhome acknowledged this and then went back to ignoring Goldsun, an action that infuriated the High King.

The tension between Goldsun and Moonhome did not go unnoticed or unmoved upon by the other western powers.  Moonhome had been viewed as little more than a decent trading partner until now, but Goldsun's frigid reaction to the isolated city-state drew the interest of political factions from Darkwater to Alindema.  Moonhome found itself drawn, somewhat reluctantly, into the arena of continental politics.

At the time of the Draconic Invasion of Western Nur, Moonhome was enjoying a reputation as a diverse and welcoming city.  Its isolation, far from established trade routes and shielded by the Stonespear Mountains, made it a low priority target for the Draconic Legions.  They did dispatch a formal emissary to Moonhome, but he was forced to turn back because of foul weather and treacherous terraine.

Nevertheless, Moonhome has played a part in the war. It accepted dozens of refugees from Fallen Baramir via Aureum Oduro's teleport circle. When Swordhold fell to the Draconic Legions, the heir to the city-state's throne, Prince Berret, found sanctuary in Moonhome by following the Feywild Path.

Now, with the western powers gathering at Fallen Baramir, under a united banner, to launch a counterstrike against the Legion, Moonhome has chosen to dispatch a force of vollunteers to aid in the war effort.  This force is eclectic and includes several freescale dragonborn, a trio of drow siblings and a one-eyed dwarf berserker named Verra Kaffervek. This motely group is led by an elf warrior named Balan Leafborn.

Sunday, March 15, 2020

Lux Tenebris: A Brief History of Elves in Western Nur


            Elves are not native to the continent of Nur. They arrived roughly a thousand years ago as refugees fleeing the Dissolution of Vorfel.  They arrived with very little outside of their language, their history and what most could carry with them.
            Humans had inhabited Nur for longer than the elves who arrived during the time of the Phoenix Kingdom.  There had been limited contact between the elven nations and the Phoenix Kingdom, but elven disregard for the shorter-lived races meant that most of that contact had been formal, at best, and cold, at worst.
            Despite this, the Phoenix Kingdom welcomed the elven refugees into their lands, even going so far as to integrate elvish nobility into the kingdom's Court.  This caused some friction between the human noble families and the new elvish nobles, but aside from subtle shifting on the social front there were no overt hostilities between the parties.
            Not all the elves who arrived in Nur remained within the Phoenix Kingdom. Many felt that the trappings of civilization had contributed to the loss of their homeland. These elves, viewed as radicals by most of their kith and kin, eschewed civilization and its cities and melted into the wild lands beyond the Phoenix Kingdom's borders.  The elves who remained disdainfully referred to these breakaways as 'wood elves' and the name stuck.  The wood elves, for their part, referred to their city-dwelling cousins as 'High Elves,' claiming that they spent all their time walking around with their noses in the air.  Over time, the disdain between these two offshoots of the elvish race became culturally ingrained, passed on from the older generation to the next.  One of the few things the two cultures retained in common was their contempt for the drow.
            Centuries passed and a new generation of high elves was born within the Phoenix Kingdom. This new generation had inherited their parents disdain for the shorter-lived races and began to wonder why their people were not ruling the kingdom.  Were elves not longer lived? Were they not wiser? Smarter? More sophisticated?
            From this generation arose the Logra Delfa, which roughly translates as 'grasping hand.' The Logra Delfa sought power and began to take subtle steps to acquire it. Realizing that the humans had the advantage in numbers, the Logra Delfa began to position certain families loyal to their cause within the Phoenix Court. It took almost three centuries, but their machinations eventually paid off when a half-elf royal bastard named Athen Blackmantle was born.
            When the Blackmantle's father, King Heron, died, Athen challenged his half-brother, Rochard, for the crown. As a result, the Phoenix Kingdom was thrown into a tumultuous civil war that eventually led to its destruction. Any hope the Logra Delfa had of seizing the throne came to an end at the Battle of Grey Hill, where Athen Blackmantle died in battle with his brother, King Rochard.
            Following the death of King Rochard, the elves were driven out of the South, into the northern wilderness. To this day, those with elvish blood are not welcome in the Southlands.
            The surviving members of the Logra Delfa trekked northward, intent on putting as much distance between themselves and the humans as feasible. However, not all the high elves chose to go into exile with the Logra Delfa. Many left, settling in human cities and towns, deliberately distancing themselves from the ideology and actions of the Logra Delfa. Some sought out their wood elf cousins and joined them in the wilderness, coming to believe that their primal cousins had been right all along.
            The Logra Delfa moved northward, beyond the realms of humans. They skirted the mountain territories of the dwarves, and eventually came to the southern edge of the Lirwood. There, the elves stopped, dispatching scouts to find a route through those dreaded woods. Of all the scouts dispatched, only one returned. His name was Kalo and the path he led the elves along, through the Lirwood, became known as Kalo's Path.
            Kalo led the high elves to the site of what would become the city of Goldsun.  The elves, inspired by omens and prophetic visions, began to build their city. It took them a century to construct the shield wall surrounding Goldsun, but much less time to build the city itself.
            As Goldsun was built, the elves established a formal monarchy with absolute power residing in the hands of the High King. Common elves had very little say in the administration of the city or the crafting of its laws.  This led to feelings of ill-will among some. Eventually, these malcontents would unite and abandon Goldsun, marching even further north, to the Stonespear Mountains where they would establish the city of Moonhome.
            The two elven nations, Goldsun and Moonhome, would come to represent opposite poles of the political and social spectrum. Goldsun remained a highly stratified society of conservative values and views, where power flowed exclusively from the High King. Moonhome evolved into an inclusive, freewheeling, almost bohemian, representational democracy guided by an elected council. As could be expected, the two elven nations have little direct commerce or contact with each other.
            While the high elves were kingdom building, their wood elf cousins were slowly spreading north and west.  By the time the Phoenix Kingdom fell, there were significantly more wood elves than high elves in Western Nur. Many wood elves lived as wandering nomads, traveling north in the summer and south in the winter.  Others established small communes, deep in the wilderness, as far from 'civilization' as possible.
            Unfortunately, wood elf expansion eventually led to conflict with the dwarven nations. The dwarves viewed the elves as trespassers, at best, and invaders, at worst. There were bloody altercations between the two groups that resulted in long-term animosity between the two races.
            Wood elf expansion into the northlands, eventually brought them into contact, and conflict, with the Great Orc Horde.  This would prove to be a calamitous meeting for the wood elves who could not match the orcs in numbers or ferocity. As the horde traveled south, the wood elves fled before them, alerting the other races to the orcish advance. 
            The dwarves were naturally disinclined to believe the wood elves and were caught mostly off-guard when the horde arrived upon their doorsteps.  The other races, however, were more receptive and most human cities and communities were fortified by the time the horde arrived. Because of this, humans tend to look upon wood elves with more favor than high elves and the two races often work together for their mutual benefit.
            By the time the orc horde was broken and decimated, it is estimated that almost 75% of the former wood elf population had perished.  The survivors gathered together in more defensible communes, adopting a kind of siege mentality that persists to this day. However, the communes remain independent and unallied with each other to this day, a fact that has been exploited more than once by elvish enemies.
            Today, the elvish race remains scattered throughout Western Nur, from the Palatine Peninsula to the Stonespear Mountains to the continent's western coast. Outside of Goldsun and Moonhome, there are large elvish communities in Fallen Baramir, Swordhold and Darkwater.
            Some elves have traveled east of the Stonespear Mountains, to the city of Pax and the Draconic Empire, but there are no elvish communities or nations established outside of Western Nur.
            Elves who venture into the north of Western Nur, beyond the Greytooth Mountains and the region around Darkwater are few and far between. The region is mostly untamed and rife with dangers.

Wednesday, February 26, 2020

Lux Tenebris: Goldsun


The city of Goldsun sprawls through the Lirwood, far from any other humanoid city.  Founded over four hundred years ago by elves exiled from the Southlands, Goldsun has become one of the dominant political powers in Western Nur.  It claims a vast swath of territory as its own, encompassing several smaller elvish communities, most of which lie within the shadow of the Lirwood itself.

Goldsun is heavily defended.  Its stone walls are forty feet high and fifteen feet thick, with sentinel towers spaced equidistantly along its length. In addition, the city is defended by various magical wards that confound, confuse and contain almost anyone who tries to approach the city through the Lirwood itself.

There is only a single road that leads to Goldsun, known as Kalo's Path. It winds through the Lirwood, connecting to the Eastern Trade Road in the south. Kalo's Path is well-maintained and patrolled by Goldsun militia.  There are tolls to use the Path, but they are not prohibitive for most merchants.  Some travelers seek to avoid the tolls by going off the Path, into the Lirwood. Most fall victim to the wards strung throughout the forest, wandering lost and confused until rescued by the city's agents.  Some fall victim to the many dangerous beasts and creatures that make the Lirwood their home. Others simply vanish, never to be seen or heard from again.

The City of Goldsun
As travelers near the end of Kalo's Path, the first thing they see before the city itself is a sprawling graveyard. Dominated by a modest temple to Rovelek, the god of the dead, this graveyard is known as the Fields of Mercy. It is used exclusively for the burial of nonelves, and is, perhaps, the first indicator that nonelves are not entirely welcome in Goldsun. Indeed, goblinoids and drow are forbidden to enter the city upon pain of death.

As travelers pass the Fields of Mercy, they can see the winding walls of Goldsun itself. The walls are difficult to miss as they are made of a pale yellow stone, unique to the region. Rumors abound that illusions are also used to give the city walls their unusual color. 

Travelers who admire the city walls inevitably notice a smaller, more drab walled enclave just outside the city.  This small village, known rather dismissively as the Shacks, is home to some three hundred people. The Shacks contain mostly of inns and taverns to house Goldsun's visitors and, despite the name, the community is actually quite nice.  The Shacks fall firmly under the control of Goldsun, specifically the Master of Gates. Although the Shacks has a large transitory population, its permanent residents are mostly elves.

The gates to Goldsun are open from dawn to dusk. Once travelers pass beyond the gates, they find themselves in a walled ward known as the Market. This is the only ward in Goldsun that most nonelf outsiders ever get to see.  The Market teems with shops and stalls where elvish merchants buy raw materials from all over Nur and elvish craftsmen sell fine wares to be resold beyond the city.  There are taverns and restaurants within the Market as well, so that visitors may refresh themselves, but no inns or guesthouses. Nonelves are forbidden within the city walls outside of daylight hours. This rule is enforced with brutal elacrity by Goldsun's city watch, known locally as greenjacks because of the color of their uniforms.

If one is granted the privilege of passing beyond the Market's walls, they find themselves in one of several forested areas that act as natural barriers between Goldsun's various wards.

North of Market is the ward known as the Commons. This ward meanders through the city and is the largest. The Commons are the home of elves who are not considered of noble-blood. They reside in whatever homes they choose to fashion for themselves. Some live in stone houses, while others live in houses magically woven from living trees, and others sleep in gaily colored pavillions. Colorful pennants flutter from doorways and windows, proudly displaying family crests, and, after dark, the Commons are illuminated by strings of flickering colored witchlight.

Adjacent to the Commons, on the other side of a narrow greenward, is the area known as the Necessities. This ward is the site of Goldsun's local industry. Its existence is considered a necessary evil, as far as many city residents are concerned. The Necessities house those industries that are deemed too unsanitary, dangerous or just unpleasant to be located elsewhere in the city.  For example, the city's tanneries and slaughterhouses are located within the Necessities, as well as forges and alchemical foundries. There are no set hours of labor within the Necessities, and although most of the industries within close at sundown, it is not uncommon for some craftsmen to work late into the night.

North of the Commons, beyond a wide wooded area, lies the Palace.

The Palace is one of the largest single structures in Nur. It is a single, enormous house crafted from white marble. Its towers rise above the surrounding woodland, and the crest of Goldsun's royal family, the Summerharts, is proudly displayed above its gates and from its towers.
The Summerhart Crest

The Palace is the seat of political power in Goldsun. It is the residence of the High King, Elox Summerhart, as well as the noble-born families of the city.  The Palace employs hundreds of servants to see to the comforts and needs of its noble residents and, as you would expect, its security is all but impenetrable.  Occasionally, a great honor is bestowed upon visiting dignitaries who are invited to remain within the Palace for the duration of their visit.

Goldsun is an absolute monarchy, but the High King does not rule in an echo chamber. The members of the Royal Court are invited to offer advice or wisdom, in an respectable manner, to his royal majesty.  Courtiers may attempt to influence the High King's decision, but, ultimately, power rests solely with the High King.  Any noble who publicly questions the wisdom of this situation often finds themselves shunned within the Palace, sent to live among the Commons for a while, or, in a worst case scenario, exiled from Goldsun.

East of the Palace, beyond a band of thick woodland, is the Citadel. If the Palace is the heart of political power in Goldsun, the Citadel is the heart of its military. The Citadel consists of a large fortress surrounded by several smaller structures and practice fields. The outer walls of the Citadel are stained red, a stark reminder of the elvish blood spilt to protect Goldsun and its people.

The Citadel houses the College of War, which is overseen by the Master of Swords, the Master of Shields and the Master of Wits.  Every citizen of Goldsun is required to attend the College for seventeen years. Most attendees learn basic combat, but more advanced students learn military tactics and strategy. Some citizens choose to join the city's militia, known as the Vigilant Orders, and become permanent residents of the Citadel.

West of the Palace, tucked away in a quiet corner of the city, near the wall, are the Fields of the Dead. This massive cemetary is the site of Goldsun's temple of Rovelek, which houses the largest ossuary in Nur. All elvish residents of Goldsun have their remains interred within the temple ossuary, and those who perform notable feats in service to the city are awarded a monument within the confines of the cemetary. Visiting elves who die within Goldsun can have their bones interred within the temple, but nonelves are relegated to the Fields of Mercy beyond the city. By royal decree, no drow dead may be interred within the city.

Directly north of the Palace are the Sanctum and the Inner Ward.

The Sanctum is the site of Goldsun's wizardic academies, including the Royal Academy of Thaumaturgy. Although sorcery is more common among elves, in Goldsun wizardry is held in higher regard. This is reflected in the number of academies specializing in wizardic magics and the few, rather shabbier schools, that offer instruction in the sorcerous arts. 

Within the Sanctum, but apart from it, is the Inner Ward. The Inner Ward is the spiritual center of Goldsun. Here, temples to almost every diety can be found.  Especially prominant in the Inner Ward are the temples to Abasha, Lukrym and Rasha.

Goldsun has a complicated relationship with the other nation-states of Western Nur. Although a formidable economic and military power, the city has few longterm political allies.  The siege mentality of its founders has passed on, somewhat, to their descendents who are largely disdainful or downright dismissive of the other shorter-lived races. These attitudes have often impeded true diplomacy with the other nations.

More and more often, in recent years, Goldsun has found itself excluded from alliances that could have benefitted the elvish city. When the Draconic Legions invaded the west, Goldsun's isolation offered it a degree of protection, at first. However, when the legions attention finally turned toward the city, Goldsun discovered that it had no close military or political allies to call upon either, to reenforce its defenses.  As such, many of the smaller communites on the far fringes of Goldsun's influence were decimated by the dragonborn invaders.

Much to the High King's chagrine, many of the survivors from these attacks chose to seek refuge in non-elvish cities such as Fallen Baramir, Swordhold and even Darkwater. And, although Goldsun itself was never attacked, the fact that the city could not protect its external territories has come as a great blow to the High King's pride and sense of honor.

In light of these events, the High King has been meeting in private with trusted members of the Citadel, the Court, the Sanctum and the Inner Ward.  Recently, he announced that Goldsun would join the other nations of Western Nur, to oust the Imperial Legions at Calhorne. He has even gone so far as to order the Crown Prince, Eloron, to lead the Vigilant Order to Fallen Baramir in hopes of strengthening ties with the other nations.

A Brief Update

Hello, gentle readers.

I've been working on the next write-up for Lux Tenebris, but it's slow going.

At the moment, I'm working on Goldsun, one of the two great elvish kingdoms on Nur.  Unfortunately, the more I write about Goldsun, the less I like what I've written.

It is NOT turning out like I want it to, but I continue to persevere.

Hopefully, I'll have an update to post here soon.


Thursday, February 6, 2020

Lux Tenebris: Demigods


Demigods are the children of a mortal and a god.  They should not be confused with aasimars.
Aasimars have the blood of celestial beings flowing through their veins; demigods have the blood of actual dieties.
Demigods are very rare - there are only three on Lore at the moment - and can be from any race. They share the same racial traits as their mortal parent, but upon achieving adulthood their aging slows and can eventually stop.
Their longevity allows demigods to master skills and abilities far beyond those of their mortal kith and kin.
However, although demigods achieve extraordinary things, they are vulnerable. Most demigods die from violence. They are hunted by diabolic and demonic forces as well as primordial aberrations and even opportunistic mortals most of their lives.
The ones who achieve a certain level of experience, often choose to leave the mortal realm and either adventure in the multiverse, retire to private demiplanes or take shelter with their divine parent.  Some, at the height of their power, can even ascend to godhood.

In game terms, demigods can progress to Level 40.  Their proficiency bonus increases to a maximum of +10 and they can choose from the list of Epic Boons at level 21, 25, 30, 35 and 40 with their DMs approval. In addition, demigods do NOT have a maximum character attribute of 18.

As always, DMs should feel free to disallow this content if they feel it will not work in their game setting or restrict it to NPCs that they control.

Experience Points                  Level               Proficiency Bonus                 Epic Boons
405,000                                   L21                  +7                                            Epic Boon
460,000                                   L22                  +7
520,000                                   L23                  +7
580,000                                   L24                  +7
645,000                                   L25                  +7                                            Epic Boon
710,000                                   L26                  +8
780,000                                   L27                  +8
850,000                                   L28                  +8
925,000                                   L29                  +8
1,000,000                                L30                  +8                                            Epic Boon
1,080,000                                L31                  +9
1,160,000                                L32                  +9
1,245,000                                L33                  +9
1,330,000                                L34                  +9
1,420,000                                L35                  +9                                            Epic Boon
1,515,000                                L36                  +10
1,610,000                                L37                  +10
1,705,000                                L38                  +10
1,800,000                                L39                  +10
1,900,000                                L40                  +10                                          Epic Boon