This setting is somewhat less fully realized than some of the other color-themed side-projects of mine. I have a clear base and tone in mind, but have yet to get many of the broad strokes down on paper. Still, the bits and pieces that follow should convey the overall intent - if nothing else.
Blood in the Water
How
many generations should be enough to forget? The elderly tell stories of the “old days” to anyone
that will listen. Children sing distorted pieces of history in their silly
games. And, somewhere in all the dust-covered accounts and annals of what came
before, there is bound to be a nagging worm of truth. But, we know what the
ultimate fate of a worm tends to be…
Red
Staff? Baton Rouge? After a fashion. A
fashion known as Bayou & Sorcery.
With flavors of Southern Gothic horror and fantasy noir. Where adventurers,
mercenaries, and opportunists abound – but heroes are found mostly in romantic
stories and weathered monuments. This is a realm under a magocracy – challenged
by theocrats – administered by local Hag Queen bosses.
Blood
will tell? For some, blood is all there is. Family and ancestry. Name
and legacy. This is a land that craves blood – especially human blood. So hot,
sweet, and full of vice. Everything takes its share. From the mosquitoes and
ticks, to the gators and vampires – all the way up to the Gods Themselves. In
this setting, pure blood is about as elusive and precious as pure water.
Where does your value lie?
Lay
of the Land
RedStaff
is a setting built from the ground-up. During the earliest Days of
Settlement, parcels of dry land were raised from the wet. The land is greedy
and treacherous. The swamps are old and patient. The Gods sit comfortably at
the top of the food chain, served by the elemental Aspects of Stone, Wind,
Metal, Sea, Thunder, Soil, Blood, and others.
The
past will not be buried. With dry land at a premium, interment of the
dead has come to be either a costly proposition, or an expedient one.
Aboveground mausoleums serve to contain the fortunate dead, while the hungry
swamps receive many, many others. Still, there are those who may not rest after
death – obligated to pay off debts as undead slaves. Necromancy is a thriving
industry.
Know your history. Honor your bloodlines.
Respect the land. Pay your debts.
Strangers
to These Shores
These
are the New Colonies – we lost the old ones. Almost 500 years ago,
people came to this forsaken land in search of new opportunities and with hope
for a fresh start. Within fifty years, all contact was lost. It took nearly
another thirty years before a proper expedition could be funded to reach the
site of the first of the five “lost colonies.” Those brave souls were never
heard from again.
Out
with the old – in with damnation. There was big magic in those early
Days of Settlement. Not all of it was big enough, and not all of it was human.
Laws were established, and almost immediately broken. Dark deals were made. Hasty
oaths were sworn. Lives were lost and souls were tainted. Those days, there
were eager and merciless devils in the details. Just before the end, a lesser
evil stepped forth to offer salvation.
Your freedom is your greatest magic. Your
choices are as the casting of spells.
That
Olde Black Magick
The
wise women emerged from the swamps. Let’s call them what they are:
witches and hags. The surviving remnants of ancient covens, and keepers of
precious secrets. Caretakers of a tradition that transcends arcane spellcasting
and denies theurgic obligation. They brokered new deals and negotiated better
bargains. In no time at all, the land was defined by peaceable townships and
settled parishes – governed by hags.
The
Realm of Immurcie. This is now home. Measured not in good or evil, but
in gain or suffering. How much others
must suffer for those who gain. How much suffering is caused by that gain, or –
how much suffering may be alleviated by one’s gain. Because, make no mistake,
there are powers abroad that crave mortal suffering. Terrible entities that must
be appeased for the benefit of all. Unless they could be fought…
Will you be in a position to give mercy, or
must you simply hope to receive it?
This
New Redde Magick
There
is magic in the blood – some more so than others. Bloodlines have become
vital and arranged marriages more common among the elite. Arcane dynasties and
Mage Houses. Some have turned to blood magic (sanguimancy), necromancy, and
other questionable pursuits. A few bloodlines have proven resistant to
necromancy. Blood and Family are held in higher esteem than Good and Evil. Visions
in red-tinted gray.
The
ebb and flow of magical tides. These breeding efforts aren’t producing
more powerful wizards or sorceresses. They are a desperate measure to maintain
the human presence in the magical community. It is not widely known that each
human generation seems less capable in the arcane arts than those before. The
blood is thin. The will is weak. The gods of the land make their offers.
Is the value of your blood measured in
power, or in sacrifice?
Immurcie
The
history of this land is
similar to an elaborate work of stained glass art with many fractures and
missing panes. Colorful, elaborate, broken, and incomplete. Each major race has
its own account of the Settlement, and each has its own share of shameful
secrets. Nearly five centuries past, human colonists came to Immurcie. They
struggled to establish five colonies. All five colonies disappeared: one
claimed by floodwaters, another by wildfires, another by hurricane winds,
another by savage earthquakes. The fifth simply vanishes. More than a
generation later, the expedition sent to determine their fate also disappears
without a word, or a trace. It would take more than fifty years for human
vessels to once again reach these marshy shores. This time, the gods were
waiting: Irde, Falav, Nirji, and others. Fortunately for this latest wave of
colonists, the gods were not so terribly hungry as before.
The
first human settlement surviving to this day is Bitanrue. A 300-year-old
village grown into a town that longs to become a city. Traditional home of the
Ardam Rau – the Red Mage. Despite its harried and humble origins, the Township
of Bitanrue is laid out and constructed with a devotion and precision bordering
on ritualistic. Some of the oldest families trace their precious bloodlines to
their elders still residing in Bitanrue.
The road
to civilization was
treacherous and wet. So much of the newly-settled land had to be drained and
bolstered. By magical means, new areas of dry land were also raised from the
bayous themselves. A new realm was being formed of Parishes and Townships.
Parts of this realm were claimed by those who had brought the solid land into
existence, whether by engineering or spellcraft. These were the first true
land-owners – the propriet.
Land has
become precious as a means of
defining and perpetuating the systems of value and position within the
Commonwealth of Immurcie. It is a little-known fact that the magic which
brought forth many of the land parcels of the early propriet also established
tenuous mystical links between the masters and their titled soil. In many
cases, the condition of the land has been reflected in the health and
well-being of the owners. In rare circumstances, these links have been passed
entirely to individuals known as Stewards – those who maintain the land for
members of the propriet that can no longer do so themselves. Stewardship has
created an entirely new class of land-nobility, but one that has yet to gain
equal respect.
Waterways
equal freedom to those who refuse or fail to claim land of their
own. While fancy riverboats offer diversions and entertainments to those who
can afford them, there are a great many houseboats and floating villages to be
found upon the water. Buildings on stilts, rafts, or pontoons remain in
fashion. Since the settlement of land rights, skirmishes and outright wars over
navigable waters continue to flare. From river parties to river pirates, inland
water routes are vital to nearly every community.
Nobility
and ignobility serve to define and
govern both sovereign states and petty territories. Some of the oldest and most respected noble families have become
land-rich or property-rich and cash-poor, barely able to cover the expenses
necessary for maintenance and upkeep. There are quite a few
nobles-in-name-only. And then, we have the ignobles of the streets,
alleys, squares, courts, or parks. Little more than legitimized gang leaders,
these individuals will be in possession of a Writ of Ignobility that defines
their territory and position. Some examples include the Squire of Golden Hare
Alley, the Demimonde of Charwood Circle, and the Petty Count of Reverie Park.
The
eternal wetlands will not be denied, and will never submit entirely
to becoming mere foundations for human civilization. More than one early city
has been claimed in whole by marshy waters. The swamp favors humans for being so short-lived and
adding more regularly and reliably to the decay. It also finds human more prone
to fear and base lusts. The Aspects of the Land gather lifeblood, vital
energies, souls, and whatever else for the gods of the land.
Beyond
the swamps the land becomes
rugged and, eventually, mountainous. Stony hills define the north-and-west
reaches of the continent, while long stretches of towering mountains extend
down the western shore and to the southern bounds. Most of the Commonwealth is
found within the swamps and recovered lands of human civilization. Outside,
there are established realms and cultures far older: Anakra (scattered dominions
of the Dragon Dukes), Juarokand (land of the Divine Jaguar), and Purachau
(mountainous empire of the gleaming black Mummia Kings) – by way of example.
Excursions
into the underworld have been the downfall of many adventurers who seek
riches and glory. The land has few stable cave systems and certain terrible
creatures dig burrows or hidden lairs for their own use. Places known as
dungeons may be partially flooded and on the verge of collapse. A number of
sunken ruins have been excavated, but tend to offer more danger than reward.
But, still, we have not trespassed upon the true Underworld. The domain of
degenerate races and resentful gods. A realm of the dead, but not an afterlife.
Where souls may be lost, found, bought, and sold.
STRUCTURE &
SETTING
·
A “Gothic
Fantasy” domain with a Louisiana “Bayou & Sorcery” flair.
·
Human
colonists come to Immurcie. They struggle to establish five colonies. All
five colonies disappear. One claimed by water, another by fire, another by
wind, another by earth. The fifth simply vanishes (void). Subsequent investigative expedition
disappears.
·
The realm
is named Immurcie. Rugged in the NW and descending into delta in the E and SE. Ruins in SW inhabited by weres and mummies.
·
“Southern” magic and monsters. Magic more
difficult and less common for humans, with each generation less capable than
those before.
·
Possibility of multiple breaches between the
material world and a coterminous plane just beyond the veil.
·
Bloodlines have become vital and arranged
marriages more accepted. Arcane dynasties and Mage Houses. Some have turned to
blood magic (sanguimancy), necromancy, and other dangerous pursuits. Some
bloodlines are resistant to necromancy. Good and Evil not as important as Blood
and Family. Shades of gray (red).
·
Bitanrue: Heavy corruption of “Baton Rouge.” A
false village created to guard and hide the Rod of War (the Red Stick). See
Red Staff under ITEMS & STUFF, below.
·
Humans tried to adapt the land to their needs,
but they found themselves changed instead.
·
Rule by
magocracy, challenged by theocracy. Permissive, but not lawless.
·
Class of artificially-created servants for
magocracy and class of voluntary undead (indeadtured) servants for theocracy.
Animate Dead as cleric spell? Indeadtured uprising?
·
Flavors of New Orleans (300 years old),
France (Paris is about 800 years old), Haiti, Africa, Caribbean, Jamaica, Southeast
Asia.
·
So – a “lost colony” from about 500 years
ago, then, the “new colony” of about 400 years?
·
Stilt buildings, pontoon buildings.
Aboveground tombs and crypts. Newer structures built upon older foundations.
·
Old families, curses, dangerous magic,
ghosts, talismans, old money, lavish excess, river boats, sunken city,
disease/fevers/parasites, slavery, possession, music, parties, mummers,
gambling.
·
Ties to land/property, family/tradition,
church, city, art, guild.
·
Islands of prosperity raised from the swamp.
·
Wetlands/bayou, lake lands, plantations,
canals, river parties, gypsy camps, hot springs, faerie absinthe, rum, bourbon,
whiskey, cordials, brandy, smugglers, pirates,
·
Water rights and passage:
·
Land rights: Parishes and Townships.
·
Hunting regulations:
·
Dungeons: Ruined, collapsing,
partially-flooded, accursed. Underground dungeons are even more treacherous
than usual.
·
Parts of the land itself will sometimes rise to
attack – resembling spell effects and requiring saves.
·
Hagsfell: “A fell is a high and barren landscape
feature, such as a mountain range or moor-covered hills.”
·
Possibly combine with Violet Grimoire for one
shared setting. Veriscine to the north.
·
Damp, rot, rust.
·
Firearms?
·
Heroes are few and far-between. Adventurers tend
to be mercenaries, opportunists, looters, and hunters.
·
Raiders/pirates from the outer isles:
·
Drifting islands within the marshes.
·
Boat villages:
·
Undead labor:
·
Blood Debt:
·
Blood Points: Hit Die + Con bonus + Size adj +
Race adj + Class adj.
·
Up to 12 pints of blood in the human body
(9-12). D6 hit points for an average human. 1 HP = 2 pints of blood.
·
The swamp favors humans for being so
short-lived and adding more regularly and reliably to the decay. It also finds
human more prone to fear and lusts/greed. The Aspects of the Land gather
lifeblood, vital energies, souls, and whatever else for the Gods.
·
Isle of the Dead
·
Place Names: Anakra, Bascova, Chievrul, Ertaine,
Estomar, Felascau, Ghaile, Juarokand, Lath, Mouse Hole, Owlslae, Puracha, Riscillaine,
Sulane, Vado Sethria, Viscinae, Wendlow, Widderdam, Wythe.
RACES &
MONSTERS
·
Aquatic race claiming sunken ruins.
·
Aspect: A sort-of replacement for the elemental
as an influential and interactive creature. Aspects of: Stone, Wind, Metal,
Sea, Wood, Sky, Thunder, Rain, Soil, Blood. Possibly representatives of the
“Color Gods.”
·
Bookwyrm:
·
Cephalopod, Freshwater:
·
Coffer Corpse:
·
Crabmen: Pirates and slavers.
·
Crimson Death:
·
Cultists:
·
Dwarves: Tend to be bankers, judges, lawyers, or
similar professions.
·
Dragon Dukes: Serpentine dragons with qualities
of Pan Lung and other Oriental Dragons – especially Scaly Command. In human
form, they assume roles similar to wealthy gentleman farmers and plantation
owners. Wealthy and influential, but rural. Dominion of Anakra.
·
Dragon Turtle (alligator snapping): Lifespan of
800-1000 years. Some have lived for 2000 years.
·
Dragonfly, Giant: Black, blue, green, red,
white, gold. Ravenous hunters and fierce fighters.
·
Elemental, General: Unlike Avremier, elementals
will be extremely rare and often bound by magic. Introduce the Aspect.
·
Elemental, Water: Tainted, Zuvembie.
·
Elves: Privateers
sailing forth against the interests of the Hag Queens from fortified islands.
Prefer to avoid the mainland. Influence over wind and water. Mage of Sail?
Value freedom and independence. Dabbling with skyships. Cultivating alliances
with dragon turtles (alligator snapping). Rare as PCs.
·
Exquisitor:
·
Fae: Savage and warlike, or noble and courtly.
·
Gatorfolk: Larger and more savage type of
lizardfolk. Possible PC race.
·
Ghoul, Gluttonous: Torso splits open to consume
grappled prey.
·
Ghost, Shroud: Formed of the deceased’s burial
shroud. Much like a ‘classic’ sheet ghost. The shroud itself could bestow
certain ghostly properties to a living being that wears it.
·
Ghost children: Not undead, but “fey.”
·
Gnomes: Bayou Clans. Black bear, coyote,
fox, otter, raccoon. Bayou hunters and trappers
that dabble in dark magic and swamp alchemy. Fetish shapeshifters.
·
Goblin Water Viper: Elite fighters/assassins and
swimmers.
·
Gorgon, Swamp: Amphibious and serpentine. Possibly
a type of hag.
·
Grendel: Possible PC race.
·
Guevel: Like a satyr, but with march hare traits
instead of goat.
·
Hag, Blood
·
Hag, Brood
·
Hag Queens: A unique coven of witches with increased
power and influence within their specific demesne (each ruling a city or parcel
- territory). Not major villains – more like crime bosses with somewhat
benevolent intentions. Can be employers, patrons, allies, or enemies for the
PCs. Control ley lines and nexuses. Wyrdmills. Always well-dressed and put
together. Very matronly or business-like. Commanding and unyielding. Hag-tied.
Humans developed hags into a ruling class, quite by accident.
·
Halflings: River
traders who deliver messages and goods with the help of giant otter allies.
Explorers and mapmakers. Tinkers and spies. Sometimes use lost ruins as
makeshift ports and bases of operation. Crude submersibles. Selkie traits.
·
Hydra, Swamp: Serpentine body with giant viper
heads.
·
Indeadtured Servant: A living person who dies with
a serious debt might be raised as a shade or zombie in servitude to an
individual or organization. Their spirit or corpse works to pay off the debt
accrued in life. A shade is commonly consulted for information and is unable to
perform physical labor. A zombie performs manual labor until its term of
servitude has ended, or it falls apart from wear. “Working your fingers to the
bone” is a literal expression that originates in an indeadtured zombie working
itself into a partial skeleton. Some indeadtured servants end up lost,
abandoned, or forgotten and go wandering in a fugue state. See: Undead, Fugue.
·
Infernals: Mostly run/own gambling dens and
brothels. Patrons of Hellfire Clubs.
·
Kraken: Allies of the Hag Queens. Influencing
shipping lanes. Attacking privateers.
·
Lizardfolk: PC race.
·
Some monsters are just as inclined to come to
you.
·
Manticore, Jaguar: Native to Juarokand.
·
Merfolk ruled by orca-based merfolk that can
become massive humanoid orcas.
·
Mudmen: Form crude little societies/villages
deep in the swamps – built around the source of their magical animation.
·
Mummia: Powerful mummified undead with gleaming
black skin hard as stone. Created through embalming treatments of alchemical
bitumen. Rulers of Purachau, a realm of half-elves.
·
Mummy, Swamp
·
Palatine:
·
Pirate Lords:
·
Plague Fly: Giant insect, large enough to use as
a mount. Some will have Plague Knight riders.
·
Render, The: Name for a horrible serial killer.
·
Sanguine Jelly/Blood Pudding:
·
Shadar-Kai: Probable elf replacement race – for
PC and NPC. Entirely hairless.
·
Shifters: Term used instead of lycanthropes.
·
Siren: Possibility that these are somehow failed
hags. Feeding on whatever men or other creatures they can lure and catch.
Hoping to regain their chance at hagdom. Possibly fallen hags as well.
·
Sphinx, Jaguar: Native to Juarokand.
·
Swamp Sisters:
·
Swinehead: Devil Swine slavers, slumlords, and
bandit chieftains. Less influential than the Hag Queens, but arrogant and
scheming. Devil Swine will be more powerful and influential. Some are
attempting to become Devils in more than just name. A heavy wereboar (pig) with
magical powers to acquire
slaves and
treasure as signs of status and for its own
unspeakable purposes. Lavish tastes but not very discerning,
preferring gaudy and tasteless
extravagance over true value or art.
Charm Person
by voice within 2", one
person
at
a time. Polymorph Others,
but
only into pigs. Locate Object and Telekinesis once each
per
day. Once the swinehead
makes a bargain, its word is binding, but it will twist the intent to
its own advantage. Ordinary
wereboars commonly serve as henchmen and are immune to the monster's
Charm and Polymorph abilities. The
swinehead is cruel, sadistic, and
cannibalistic.
·
Trusc:
Deep-sea race of dwarvish humanoids, partially covered in chitinous plates and
coral growths.
·
Undead Boatman: Possible long-lived Fugue
Undead.
·
Undead, Fugue: Usually (but not always) applied
to some form of zombie, these are former ‘indeadtured’ that were never released
from servitude, but are no longer under direct control. Tend to be found in
repetitive actions, or wandering alone. Rarely last very long, tending to fall
into a true-death state within days or weeks of losing the necromantic binding.
·
Undead Lords: Those who have the most influence
over the channels to their undead type.
·
Undead Pirate Lords:
·
Vampire, Absinthe: Grendel PC race?
·
Vampire, Swamp: More feral and associated with
disease. More like nosferatu.
·
Vampires that feed on specific types of blood to
advance their own power and condition. See: Blood Ascension.
·
Werejaguar: Favored caste of the hobgoblin
civilization of Juarokand. Ruled by a God-King and Priest-Knights (kind of like
paladin-samurai with bishop-shogun). Also a caste of jaguar monks.
·
Will-o-Lich: Glowing, flying demilich skull that
creates will-o-wisp slaves from drained souls. When the ‘wisps feed upon the
lifeforce of their dying victims, a portion of that energy is channeled to
their maker. The ‘lich has all the properties of a will-o-wisp, able to become
nothing more than an immaterial globe of light and unable to utilize its “death
howl” ability during that time. If choosing not to glow, the immaterial ‘lich
is effectively invisible. It is thought (hoped) that only one of these monsters
exists, and the identity of the will-o-lich in life is unknown.
AC -7, Move 15”,
HD 75 hp.
·
Zuvembie:
·
Shrimp, other crustaceans, wading birds, pumas,
owls, gators, lesser dragons/drakes, bats, water rodents, turtles, frogs, bugs/swarms,
snakes, fish, eels, waterfowl, will-o-wisps, shamblers, lycanthropes, zombies,
ghouls, oozes, vapors, carnivorous plants, orchids, lotus, water lilies.
PC CLASSES
·
Bard variants: See Carrow, below.
·
Breaker (Thief): Specializes in gaining access
to places, and to information. Licensed guild.
·
Carrow: Strolling gamesman and itinerant
gambler. Dextrous. Irish-Scot origin. Setting-specific rogue/bard.
- Cartomancer: Spell-like effects and manipulations of fate through tarot cards. Able to throw cards, and other small hand-held objects, as weapons. Wield exceptional control over magical cards – like Deck of Many Things. Sleight of hand. Alternate card suits: Beetles (Scarabs), Moths, Crows (Ravens), Flames, Apples, Moons (Crescents), Knots (Bows), Rings (Hoops), Lanterns (Lamps), Harps, Bells, Daggers (Knives, Blades), Thorns (Claws), Chains (Links), Coils (Snakes, Serpents), Pines (Firs), Towers (Turrets), Scythes, Horns (Trumpets, Heralds). Alternate face cards: Baron, Baroness, Count, Countess, Duke, Duchess, Herald, Knight, Lord, Lady, Mage, Page, Prince, Princess, Squire, Tyrant
·
Chandler (Candlemage): Candle magic. Oils,
ointments, unguents, renderings – minor alchemy.
·
Chivalier: Instead of Chevalier – this is not a
horseman. This is a knight of the highest (possible) nobility and honor.
Paragon.
·
Digger: Recovery expert. Notoriously
unsqueamish. History and anatomy.
·
Effete Mage:
·
Entromologist: Chaos practitioner.
·
Fetch: Possibly Spellfetch.
·
Hagsworn: In service to one hag, or a full
circle. Resist magical effects of other hags. Marked as the favored of hag(s).
Able to communicate with patron hag. Causes some discomfort or issue for
certain alignment/ethos. There is always a condition or set term for release.
·
Necropaladin:
·
(Color) Priest:
·
Witchdame:
MAGIC & DIVINE
·
Ancestor Worship:
·
Blood Ascension: Sub-campaign arc where some
elite vampires consume selected sources of blood (dragon, devil, armiger, hag,
fae, etc.) to elevate themselves toward some kind of undead divinity. Some also
pursue biological alchemy toward this effort.
·
Bloodletting spell.
·
Clerics with very personal patrons – not all
deities.
·
Cultist Deities: Named for their prevailing
colors and setting-specific variants of Mythos Deities. Annual (or once every
six years?) festival to appease and honor them all. In a procession, the Black
God is always first – the herald with a horn. Sort of Mardi Gras meets Day of
the Dead. Each god corresponds to a two-month period of the year. One’s
birthdate becomes important as an auspice. Each god has its own monolith or
stone.
1. Black:
Chaos, deception, knowledge – Nyarlathotep. “Nirji.” Plays the horn. Earth and
death. Scorpion, North. Quiet, direct, plain, aloof, and cold.
2. Blue
(Indigo): Gates, magic, sky/space – Yog-Sothoth. “Caeru.” Plays the flute. Air
and night. Turtle. West. Solemn, dignified, commanding, and patient.
3. Green:
Evolution, providence, sea – Dagon/Hydra. “Irde.” Plays the cello.
4. Red:
Blood, creation, rage – Shub-Niggurath. “Ubrul.” Plays the drum. Fire and sun.
Tiger. East. Bold, fierce, brazen, watchful, and merciless.
5. White:
Control, dominion, secrets – Cthulhu. “Alhab.” Plays the violin. Breath and
life. Owl. South. Gregarious, giving, evasive, mysterious, elusive.
6. Yellow:
Decadence, greed, madness, pleasure – Hastur. “Valaq.” Plays the harpsichord.
·
Cults, Forbidden:
·
Dark Druids:
·
Ebony Plague: Similar to the Ebony Swarm, this
is a far greater number of Ebony Fly Figurines within a container, that grow
and animate as Chasme demons when released. They are under no one’s control and
will wreak havoc until destroyed. The number of Flies can be anywhere from
hundreds to Apocalyptic. The container will be an artifact jar similar to
Pandora’s “Box.” An artifact jar (Shoacteffe’s Ebony Jar),
like a Greek pythos, contains thousands upon thousands of Ebony Fly Figurines
that animate as Chasme demons when released - forming an apocalyptic plague to
threaten the land. Lord of the Flies. Shoacteffe (SHOWK-te-FAY).
·
Gods will be largely Diabolic, Demonic, or
Eldritch. Gods known as Powers.
Ara:
Salamander-goddess of waterways and openings. “Witch goddess.”
Cob: Toad-god of
secrets and bindings. “Witch god.”
Pip:
Serpent-goddess of wisdom. Setting-specific lyshau variant of Apep. About 50’
long in snake form. “Witch goddess.”
Xeb (“Sheb”):
Alligator-god of the Bayou. Setting-specific lyshau variant of Sebek (Sobek).
Patron of the Dragon Dukes. Ruler of reptiles (except serpents). Savage and
dark. “Witch god.”
·
How best to take dominion over a new land?
Kill/usurp the native gods.
·
Legal magic:
·
Ley line usage:
·
Nectar Curse:
·
Summoning practices and wards:
·
Taximancy: Animating stuffed corpses.
·
Voodoo:
·
Witchcraft
·
Wizardry, Hedge:
·
Wyrd holds sway over Ohd.
ITEMS & STUFF
·
Coffin Nail: Magical properties from legend and
folklore.
·
Cordial: Delicious potion/elixir type.
·
Jam: Magical concoctions with properties of sustenance,
irresistibility, sugar rush, or adhesive.
·
Red Staff: The greatest magical artifact, held
by the Ardam Rau (Red Mage). There will also be a Black Staff, held by the
Ardam Mor (Black Mage), and a White Staff, held by the Ardam Per (White Mage) –
neither of which will be an artifact.
·
Stained Glass Shield
·
Trophy Head: Ritual treatments in the swamp.
Fashioned into mace heads or shrunken fetishes.
OTHER
- “He started talking out of nowhere, speech slurred like a drunk after a serious bender. It startled me after such a long silence, and he kept going on and on in that annoying rambling way he had - so I shot him again.”
·
His
helm once bore a crest, but no longer. Brown of hair and of eye, tanned skin. A
mélange of accoutrements from countless campaigns. Declining to speak, there
was no accent to fix him upon any map. He was all but nameless, a ghost, and
that made the others nervous.
·
It rippled or shimmered as it drifted through
the chill moonlight. To my mind was suggested at first some kind of gigantic
deep sea jellyfish, but one that swam through the upper air instead of the
murky brine. A languid multitude of tendrils and tentacles waved in such
patterns as would imply effortless swimming. The longer extensions split near
the ends into articulated feelers that recalled horrific fingers. These
occasionally brushed against the trees and stones of the marshy vale, lingering
as if fondling a lover. Though the sight of the thing felt like a
phantasmagorical dream, the acrid ammonia reek it gave off left me undeniably
awake and in tenuous possession of my crumbling faculties.
·
Pitiful, thin moonlight exposed more shadow than
shape beneath the trees. Hollow trunks of bleached wood slouched in staggered
disarray like so many forgotten grave markers from a time before words in
prayer books. Heads choked by creeper vines and roots drowned in stinking
rust-streaked water that clung to the feet and ankles. Everything clung here.
Gripped and twined. Smothered and buried. But nowhere worse than at the fetid
heart of the forest. The lowest point. Where the water lay deeper and blacker.
Broken limbs and pitted stones covered in leprous patches of lichen and mold
fungus. Glistening mockeries of the dead. Decayed branches in attitudes of
final repose with bent knee or curved spine. Lank mossy hair. Slick mushroom
skin. The nouveau rot. The decline before the fall. Gleaming and taut like the
caul over a newborn’s red and sightless face. The first convulsive breath
pulling at nothing but membrane. Denied the clean air. If only to break the
surface, making the breach from gestation into being. Distinguish shape from
shadow. Leave behind the watery grave where growth took place in darkness and
roots found purchase in warm, nurturing flesh. Everything clung here, before
casting out. Gripped and twined, the twisting cord. Finally, I take a breath.
Fill my greedy lungs. Open my eyes to the furtive moon. Separate and free. Air
tainted by decay, it festers inside. Teems with textures and tastes. And I
remember, a little. Saturated with sensation and purpose. I am reborn. I am
myself. I am hunting.
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