Wednesday, May 15, 2019

Lux Tenebris: In the Long Grass


            Ssorn crouched in the long grass, his senses alert for any sign of danger. At his back was the forest, but on all other sides was open grassland.  A rough dirt tract cut through the tall grass ahead of him and to the right.  It wound along, dusty and red, like a line of dried blood.
            The dragonborn scout flattened himself in the tall grass and muttered a quiet prayer to Ikilli. He did not know if the Wild Huntress would hear him or help him, but at this point, Ssorn decided prayer would not hurt.
            He lay where he was for a few moments, letting the warmth of the sun sink into his body. Ssorn was lean and wiry for a dragonborn, most of whom were known for their bulk. In the legion, his comrades had good-naturedly goaded him about his small size, suggesting he was actually one of the lizardfolk pretending to be dragonborn. 
            Lying in the grass, Ssorn snorted. His comrades were dead now, their corpses left to rot in the forest behind him and along the road from Moontree.  Their greater size and hardiness had not saved their lives.  What use was strength or armor against foes who struck from the shadows with poisoned weapons? Who never showed their faces and vanished into the forest on silent feet?
            Oh, how General Korkiri had raged at these tactics! His rage had done him no good. Ssorn remembered the morning the legion had discovered Korkiri's corpse.  The general had been stabbed through both eyes in his own tent. His guards had heard nothing.
            After that, things had only gotten worse. They had lost their wizard and then their clerics. Although, in all fairness, the clerics had been of little use since the sack of Moontree. The gods had made their displeasure of that city's butchery obvious by withholding their divine favors. 
            Morale sunk among the legion as they marched east, heading back to Calhorne. With each quiet death the soldiers grew grimmer.  Someone had started a pool, taking bets on who would get back to Calhorne alive.  Ssorn thought the officers should have stopped it, but they didn't care. The legion continued to lose soldiers, and heart, every day they continued east.
            And now I am the only one left, thought Ssorn, lying in the long grass.
            They had abandoned their spoils days ago, to make better time. The commander had spread them out in a line, weapons at the ready, marched them through the forest.
            When darkness enveloped Ssorn's part of the line, when he had heard his comrades roar in fury and pain, he had acted instinctively. He had dropped to the ground and fled like a craven cur.
            But better a live cur, the dragonborn now thought, than a dead hero.
            He still didn't know who, or what, had been harrying them.  Elves? Humans? Forest gnomes? Ssorn had heard the rumors that the western nations were moving to a war footing, gathering their armies in preparation for an assault on Calhorne. 
            Ssorn thought it unlikely that elves or humans would have resorted to such ambush tactics.  He could see forest gnomes attacking in such a fashion, but not for such a protracted time. And how would such military forces even know where they were? Or remain hidden from the legion's scouts?
            There would have been some sign of an organized military force, thought Ssorn.
            But there had been none. Just knives in the dark. Poisoned arrows shot with uncanny accuracy, penetrating weak spots in armor.
            Korkiri's legion had not been defeated by soldiers, but by assassins.
            And I have lived to tell the tale, thought Ssorn.
            A cloud passed over the sun and the dragonborn shivered.
            So far, he thought.
            Ssorn lay in the long grass for some time, breathing in the smell of green growing things and rich dark earth. He listened for anything out of the ordinary, but heard nothing but the twitter of birds, the buzz of bees. The sun marched across the sky.  Shadows lengthened. 
            The dragonborn remained still, tensing and relaxing his muscles.  His mouth was dry but he did not reach for his canteen. Better to go thirsty than to risk discovery.
            He waited, quietly, occasionally praying to Ikilli or the shades of his ancestors.
            Let me live, prayed Ssorn. Let me return home, to walk the streets of Kargoth-Denn and pray for forgiveness in the Temple of Meleh for my cowardice. Let me return home, to offer wine and blood to my ancestors in the Field of Bones. Let me live.
            The sun set.  Ssorn watched the sky darken. The first stars appeared, pale and shimmering. He did not move.
            The moon appeared, a sliver of dark yellow, casting little light. Nightbirds sang to one another in the forest.  Crickets began to chirp.
            Ssorn took a breath and slowly rose. He made no noise. Drawing a deep breath, he regarded the heavens for a moment and oriented himself toward the east.
            I'll follow the tract, thought Ssorn. It must lead somewhere. A village or a farm. Somewhere I can find food and. . . .
            The breath was knocked out of him and he fell to his knees. He looked down, tasting blood in his mouth, and stared at the crossbow bolt erupting from his chest.
            He tried to speak, but he had no breath.  His vision began to darken, as he pitched forward, into the long grass. It smelt wet and green.
            Ancestors, thought Ssorn. I'm sorry.
            Then he was gone.
* * * * *
            "Cyric's truth! I thought he was never going to move!"
            "He was patient," said Iliana. "And smart." She lowered the crossbow and walked toward the fallen dragonborn.
            "Are you sure he's dead?" asked Dero.
            "Yes."
            "He's small for a dragonborn," said Dero, as they stood over the corpse.  "How old do you think he was?"
            "He was old enough to be a soldier," said Iliana. She drew her knife, knelt on the dragonborn's back and jammed the blade into the base of the corpse's skull.
            "What are you doing?"
            "Making sure he's dead," said the woman.
            "I'm pretty sure you already killed him."
            She wiped her blade clean on the grass and slid it back into its sheath. "You can never be too sure."
            "We should get back to the others. They're probably worried."
            "I doubt it," said Iliana.
            "Shouldn't we bury him or something? Say some words at least?"
            "Why? Are you worried he'll come back as an angry spirit?"
            "Well, I wasn't until you just said it."
            "Let the grass and the worms have him," said Iliana.
            Hefting her crossbow, she began to walk back toward the forest. Dero hesitated, glancing at the dead dragonborn. With a sigh he clasped his hands and muttered a quick prayer to Halab, asking the God of Mercies to look after the dead soldier's spirit. Then he hurried after Iliana.


Sunday, April 28, 2019

I'm thinking it may be time, to return to Lux Tenebris.

Wednesday, April 17, 2019

Atela: Places of Interest

The Last Kingdom has many places of interest. 

Alda.
The capital of Atela is Alda. Alda is the only city in the land. It is the home of the Kingpriest, the House of Lords and the Council of Bishops.  The Kingpriest's palace rises above the rest of the city; this is the residence of the Kingpriest, his wife, his concubines and various trusted courtiers. There is a heavy military presence in the city, and you can't throw a stone without hitting a priest. However, Alda is infamous for its taverns, whorehouses and theaters.

The Barrow Way
Between the Blessed River and the Guardian River is a stretch of land dotted with stone cairns and lumpish hills. These hills are barrows, mass graves of soldiers who fell during the Giants' War and the Lords' Rebellion.  Although safe to travel by day, once the sun sets this area is plagued by restless spirits and, even worse, barrow weights.  Attempts by the Church and Crown to pacify the region have been largely ineffective and most humans avoid the area whenever possible.

St. Ida's Wood
Atela has a long list of saints, but few are as venerated as Saint Ida. There is some confusion as to whether Ida was a man or a woman. The Church teaches that Ida was a man, but among the common folk of the region it is widely believed Ida was a woman who posed as a man.  As such Ida is seen as a patron saint of men and women. Regardless of Ida's gender, he was a fierce warrior, a paladin in life who fought the enemies of man and eventually paid with her life. The Shrine to St. Ida is a popular pilgrimage site, especially for paladins and young priests.

St. Claena's Wood
St. Claena was a peasant woman who was pursued by a besotten elf-warrior, Claena fled and praid to God to save her virtue.  Her prayer was heard and answered; God transformed the peasant woman into a mighty tree. Today, St. Claena's Wood offers a refuge from elves; no elf can enter those woods and survive.  The wood from the trees is said to be blessed, capable of inflicting killing wounds to any fae creature.

The Lonely Wood
On the southern coast of Atela is a small forest, surrounded by grasslands. This foresst, known as the Lonely Wood, is a strange and haunted place. There are no human settlements or habitations within the Lonely Wood, but travelers tell stories of a mysterious house that appears and disappears on the edge of the wood. The house is the home of a powerful witch known as the Witch of the Lonely Wood. According to legend, she is very beautiful and uses her beauty to lead men into lives of sin and depravity.  Occasionally a paladin will enter the Lonely Wood, to seek out this foul sorceress and end her machinations. To date, none have ever returned.

Hardhearth
The eastern grasslands of Atela, between the Guardian River and the River Fren, is scarcely populated. Hardhearth is the largest settlement in the region, a fortified garrison manned by veteran soldiers of the King's Army.  Hardhearth has been besieged by giants on three seperate occasions and never fallen. The town has an almost mythic reputation among the locals.  There are stories of divine relics burried beneath the town that are responsible for its safety. The Church denies these stories, but there is an unusually large number of priests who call Hardhearth home.

Imbir's Cove
Imbir's Cove is a fishing village on the Cold Coast. A centure ago it was a bustling trade port, but as the winters grew longer and colder, foreign trade diminished and eventually stopped. Today, Imbir's Cove is a miserable village of half-starved peasants who eek out a miserable existence from a combination of fishing and farming.  The beaches around Imbir's Cove are dotted with the bleached wooden remains of old ships. On some nights, bonfires burn on the sands, and the locals tell tales of sirens and sea-monsters coming ashore to plot mischief and murder around those same baleful fires.


Thursday, April 11, 2019

Atela: The Devil & The Queen of Shadows

There are two Big Bads in the Last Kingdom: the Devil and the Queen of Shadows.

The Devil is the ruler of Hell a.k.a. the Underworld. According to the Church, the Devil was created by God to test humanity by tempting them.  However, as the Devil spent more time with humans and saw how easily they were corrupted, he himself became corrupt. God saw the Devil's failings and exiled him from the Heavenly Realm. Furious, the Devil retreated to the Underworld, where the souls of sinners languished. There, the Devil declared himself the nemesis of God's plans. He still corrupted humans, by seducing them away from God with promises of power or wealth or pleasure, but now he did it to expand his own power. So great was the Devil's corrupting aura that other angels refuted God, abandoning the Heavenly Realm and joining the Devil in Hell. These angels became devils and, over time, some of them became so debased that they 'devolved' into demons.

The Queen of Shadows is one of the Devil's consorts. Church doctrine is hazy on her origins. Some say she was an angel who followed the Devil into exile. However, others claim that she was born a mortal woman, who gave up her soul for immortality.  She is, literally, the Mother of the Elves, and that soulless race lives in abject fear and awe of her. According to lore, the Queen appealed to the Devil for aid when men turned on her soulless spawn. He agreed to help her for her eternal loyalty to him and she accepted his offer. The Devil gave the Queen of Shadows the Feywold, the unchanging realm where the elves live to this day. 
Where the Devil sees humanity as a resource to be used, or a tool to be wielded against God, the Queen of Shadows views them as nothing less than her most hated enemy. It is her hatred of them that infuses her children and compels them to wage war upon mankind.

PCs probably shouldn't meet either the Devil or the Queen of Shadows. Both characters are ferociously powerful, and should decimate any mortal that dares attack them. If the PCs do encounter either of these figures, their best bet to overcome them is through a battle of wits.  If the PCs can extract a promise from either villain, they will be compelled to obey their promise. However, neither figure should make promises lightly.

Tuesday, April 2, 2019

Atela: Notes on Religion

The Last Kingdom is dominated by a monotheistic, sun-based religion known simply as the Church.
The Church has existed for centuries and there are numerous records of angelic messengers communicating God's will with the Kingpriest.
This hasn't happened in a long while.
The religion is akin to the real world's Christian Old Testament. In Atela, God does not forgive or forget. This is a God that punishes those who break his commandments.
The religious commandments are pretty simple:

1) You shall not worship false gods. This is the literal truth in this setting. The God of the Atelan Church is the one true God; all other gods are pretenders or worse.

2) You shall not murder. Basically, it's okay to kill in self-defense or during war, but coldblooded murder is a sin.

3) You shall not steal. Pretty self-explanatory.

4) Husbands honor they wives.  The phrasing on this and references in the Holy Texts seems to indicate that God is fine with polygamous marriages. Or at least, that's how it's been interpreted by certain individuals. Legally, in Atela, a man can have a wife and concubines. 

5) Wives honor they husbands. Again, the phrasing on this has led to interesting theological discussions and arguments. On the Cold Coast, some women have more than one husband since sailors and seamen die so often.

6) Children honor they parents. This is one of the foundation-stones of Atelan society as children are expected to respect and care for their parents. A child who abandons or mistreats an elderly parent will be looked down upon by everyone and may be called before a Church court.

7) You shall not lie. Yes, this is a Divine Commandment and the reason parents punish their children severely when they lie.  It's not uncommon for witnesses who purger themselves in secular and Church courts to have their tongues cut out.

God is never depicted as human in religious artwork, but as a sun or solar disc.  Halos adorning the heads of saints and paladins are representation of God channeling his divine power through them.  The symbol of God is a stylized sun and the image is prevalent in church artwork and design. Religious services are always held during the day.  Heretics and diabolists are burned at night for a reason.

Although it hasn't been explicitly stated, most Atelans, including the clergy, believe that the reason the world is getting so cold is because God has turned his face from the world.  (This is actually true. God has turned away from the world to work on other projects, but no one in the Church knows this.)  It is widely believed that if all the people adhere to the Commandments then God will look favorably upon the world again and the long winters will stop.