Wednesday, April 10, 2019

ELVES OF THULE

Thulean Elf
The elves of Thule are a fading people, sinking deeper and deeper into dreaming lassitude with each passing year. Before the rise of Atlantis they were one of the dominant cultures of the continent, but as human civilization arose and grew strong, elven civilization grew old and decadent. The mighty elven kingdoms are long gone, leaving only a handful of crumbling city-states and lonely strongholds where the last vestiges of this once-great race pass their days in reverie and ennui.

Elves are few in number and have generally moved past a life of doing to a life of being. They love learning, study, reflection, and things of beauty. The great works of the elven race in the current day are now songs, studies of nature, and philosophical constructs that reveal the meaning and purpose of existence. They have little use for gods, and generally ignore human deities. The one practical talent in which elves still excel is magic; long ago, elves discovered and explored arcane lore, and much of Thule’s arcane tradition is based on this ancient elven knowledge.

Some elves find themselves cast in the role of tutors and mentors to the younger peoples of Thule, and in that role they can excel—but many other elves are so enmeshed in their own dreamlike concerns that they see little reason to engage in the mortal world at all. Others, such as the decadent nobles of Imystrahl, have embraced the worst excesses of hedonism or cruelty in order to impart some meaning, no matter how dark, to their empty existences.

Elven heroes, of course, are made of different stuff. They are exceptional members of their race, throwbacks to the days when elves battled terrible monsters for mastery of Thule. Some fight to protect the weakening enclaves of elven culture that remain in the world, some adventure to experience something new in their own long centuries of life, and still others seek to find the vitality and ambition in other races that their own people have lost.

THULEAN ELF SUBRACE
The elves of Thule belong to the high elf subrace. They possess the abilities and traits of high elves found in other worlds, except as noted here.
Alignment: Like the elves of many other worlds, Thulean elves value freedom and individuality. However, most are self-centered and disinterested in the troubles of others, and many regard other peoples with open contempt.
Languages: Thulean elves speak Elven and Low Atlantean (the common tongue). They can read and write in any language they know.
______________________________________

Orethya and the Silver Swords
LAST HERO OF THE ELVES 
Long ago, the elven empires defeated the prehuman monstrosities that dominated the primeval continent and helped to civilize the barbaric human tribes that shared Thule with them. Now the great elven cities are in ruins, and the great warrior-heroes of elvenkind are no more . . . except, perhaps, Orethya, the Silver Sword of Imystrahl, sometimes known as the Last Hero of the Elves. Orethya has led a dozen desperate quests across the centuries, challenging the ancient enemies of elvenkind or safeguarding dangerous legacies left behind by her people. Some believe that she is deliberately erasing the history of her people, ensuring that future civilizations will not be influenced by the arcane lore and haughty pride of their predecessors.

The Silver Swords
For the last fifty years or so Orethya has led a small cadre of dedicated Knights - Myrmidons, in human parlance - based at the fortress of Serenport south of Imystrahl, which they have restored from near ruin. They call themselves the Silver Swords in her honour.



______________________________________

Suitable Heroic Narratives (Backgrounds)

The last organised military order of any merit in Imystrahl is the Silver Swords, 'Myrmidons' or 'Knights', dedicated to the Last Hero.

HEROIC NARRATIVE - MYRMIDON
Thule has fewer standing armies than most fantasy
settings; the city-states can defend their walls and
project force a few days away from their gates, but
marching armies haven’t been seen on Thule since the
Lomar-Droum war sixty years ago, and there haven’t
been truly massive legions since the Atlanteans invaded
the Inner Sea more than five hundred years ago.
Atlantis is no more, and the Atlantean holdings
on hule are dwindling, but you are part of one of
Atlantis’s great gifts to hule: the Myrmidons, heavily
armored elite troops. Each myrmidon “century” had
its own fighting styles and legendary history, and the
Atlanteans’ enemies on hule were so impressed that
they started training “myrmidon” units of their own
and adopting at least some of the Atlantean trappings.
Now the phrase “myrmidon” means “elite trooper” and
doesn’t necessarily indicate an Atlantean heritage. You
are an elite trooper in one of Thule’s organized militaries
(even if you’re on detached duty to enable independent
adventuring). hose who see your raised weapon
or heavy armor know they’re facing the best of the best.
MYRMIDON BENEFITS
You’re a warrior through and through, capable of
striding purposefully straight into danger. Fearless
and cunning, you’re capable of great things on the
battleield, but teamwork and discipline are your biggest
assets. Your mere presence as a myrmidon makes
others ight better, because you inspire them to be as
brave and disciplined as you are.
In time, the myrmidon “century” (80–100 troopers)
you’re ailiated with may grant you an honor guard of
lower-level myrmidons to command as you see it.
Skill Bonuses (1st level): You are trained in Animal
Handling and Medicine. You know how to handle
mounts in battle, and you’ve learned how to deal with
typical battlefield injuries.
Inspiring Example (1st level): When you hit with
a melee or ranged weapon attack, you can use a bonus
action to inspire each ally within 30 feet of you. Until
the beginning of your next turn, inspired creatures add
1d4 to attack rolls, ability checks, and saving throws.
You can use Inspiring Example once, and then you
must rest to regain the ability.
Patrol Leader (6th level): You gain the ability to
summon a raid (see Followers), which takes the form
of soldiers from your century temporarily placed under
your command to garrison your home base or patrol in
whatever area you are operating in. Your followers are
equivalent to guards.
Centurion (10th level): You become commander
of your myrmidon century. Your gain a company of
legionaries (see page 79). At 15th level, your followers
improve to veterans. In addition, once per three years
you can call an army to your banner. You are expected
to keep your century employed, either as mercenaries
or in the service of your home city; they can handle
routine duties while you are away.
MYRMIDONS IN THE WORLD
Within the larger military force you associate with,
you’re regarded as elite, so other soldiers treat you with
respect bordering on awe, or with jealousy. The civilians
of your city-state are impressed as well, even if
they only know the myrmidons from military parades,
not military action.
________________________________________

In recent years, Imystrahl has occasionally allowed free mercenary humans known as Free Blades to join the ranks of her defenders - although only outside the walls.

HEROIC NARRATIVE - FREE BLADE
Mercenary, wanderer, outlaw, fortune-hunter, freebooter—
the cities of hule are full of hard-nosed
adventurers ready to earn a living with a strong
sword-hand. Monarchs and nobles are always looking
for skilled soldiers, merchants need bodyguards, and
forgotten treasures lie waiting for the audacious explorer
bold enough to dare deadly jungles and cursed
ruins and claim them. he free blade is a true soldier
of fortune, a sell-sword who may try out a dozen different
careers as he or she searches for that one bold
stroke that might make a mercenary into a lord . . . or
even a king.
Whether you’re a professional mercenary with a
careful eye for the odds or a bored barbarian looking
for adventure, you keep your sword loose in the
scabbard and your coinpurse where you can see it.
You’re ambitious, resourceful, and pragmatic—all
the gold in the world is worthless to a dead man.
Above all, you are a great believer in the power
of opportunity. No matter where you are or what
you’re doing, you never stop looking for your next
big chance. If it involves making enemies or breaking
laws, so be it.
Fighting skill is the stock in trade of the free
blade—anyone following this path must be handy
with weapons and willing to ight for pay. Free
blades come from almost any culture or background.
Some are wandering barbarians, some are
desperate street thugs trying to get ahead, and a few
are highborn swordsmen or swordswomen forced by
family circumstances to carve out their own place in
the world. Even nonhumans such as dwarven mercenaries
or elven duelists are found in this opportunistic
trade.
Key Identity: Barbarian, ighter, ranger, rogue.
FREE BLADE BENEFITS
Even if you’re just beginning your career, you’ve already
been to more places and seen more things than
most people. Free blades are deined by their wanderlust;
you’re familiar with a lot of diferent places, you
have a knack for languages, and you have an uncanny
ability to it in wherever you ind yourself. As a
veteran of many skirmishes, riots, and tavern brawls,
you have learned how to inish ights fast when you
get an opponent at a disadvantage. It might not be
particularly honorable, but honor isn’t something
you worry about too much. As word of your prowess
spreads, you’ll ind that you are never really without a
job—there’s always someone hiring mercenaries, or a
band of outlaws in need of a leader.
Skill Bonuses (1st level): Your travels and business
associations have provided you with a certain breadth
of knowledge. You gain a bonus language selected
from the following: High Atlantean, Dhari, Kalayan,
Lomari, Nimothan, Urgan. You are also trained in
Intimidation.
Opportunist (1st level): When you make an
opportunity attack, you gain tactical advantage.
Instead of making an opportunity attack, you can use
a combat reaction to move up to your speed.
Sellsword (6th level): Whenever you are paid
gold for your services, you get 50% more gold. In
addition, you gain tactical advantage on skill checks
made to interact with mercenaries or other soldiers
for hire.
Company of Blades (10th level): You have worked
for, with, and against many other sellswords and
earned their respect. You now have a company of elite
warriors at your call (see Followers, under narrative
beneits). he warriors of your company are equivalent
to berserkers or legionaries (see page 79); you can
choose which you prefer. When you reach 15th level,
they improve to veterans.
______________________________________________________

IMYSTRAHL, CITY OF THE BLACK LOTUS


Imystrahl, the city-state that gives the region its name, is
Thule’s oldest realm, and by far its most decadent (and
on this continent, that’s saying something). The elves of Imystrahl are cruel, capricious, and dissolute, looking
inward in search of rarefied pleasures and interacting
with the outside world as little as possible. The noble
elves in Imystrahl’s highest castes don’t just spurn the
world outside the city’s walls—they spend as little time
as possible in the conscious world, preferring their
own drug-addled dreams as they consume the narcotic
known as the Black Milk.
Ordinarily, elves don’t sleep or dream in the traditional
sense, but Imystrahl’s decadence has turned
this on its head. The noble families of Imystrahl sleep
upward of 18 hours a day, dreaming vividly all the
while. Agents of the sinister being known as Nyarlathotep
introduced the Black Milk to Imystrahl, and it
quickly overtook the city’s other luxuries and diversions.
Nyarlathotep’s greater purpose for taking control of a
city of dreaming, sorcerous elves can only be guessed at.
For now, new temples (the only new buildings within
Imystrahl in almost 2,000 years) devoted to Nyarlathotep
have sprung up across the city, and strange, winged
creatures fly from marble tower to alabaster spire, consuming
the dreams of the sleeping elves.
Not every resident of the city is addicted to the Black
Milk. A caste of half-elves, prized because they have
elven blood yet do not succumb to the Black Milk,
keeps much of the city running. Though technically
slaves, they wield significant inluence on their drowsy,
decadent masters. Humans and people of other races are
generally slaves or “untouchables,” when they can even
gain access to the city in the first place. The red-plumed
guards of Imystrahl’s famed Bonedust Gate—half-elven
warriors of great repute—demand a truly compelling
reason or a truly significant bribe to allow travelers
beyond Imystrahl’s gates.
Imystrahl is a city-state in steep decline, but that makes
it all the more interesting for adventurers. If one needs a
sage with obscure knowledge about Thule’s distant past, a
rare reagent for a magic ritual, or a long-forgotten portal
to a far-off corner of the map, Imystrahl is the place to go
. . . but beware entanglement in Nyarlathotep’s schemes,
and know that a cruel elven sorcerer is doubly dangerous
when roused from dreamy sleep to black anger.

THE RISE AND FALL OF IMYSTRAHL
Elves came to Thule from the dying, time-distant world of Areon - a world that Men will one day, or had one day, call/ed Mars - via world-gates  more than 5,000 years ago, taking advantage of the Northern Polar Vortex. They were a more powerful, ambitious people back then. The elven nations of Imystrahl and Sersidyen went to war against the serpentmen and rakshasas (also believed to be first-arriving renegades from Red Areon's dying jungles) that already dominated the continent, and over the centuries, the elves ground out advance after costly advance. The rakshasas retreated to Hellumar and the serpentmen lost their great fortress of Bhnaal Pruth. As the elven numbers diminished through attrition, they bolstered their ranks with humans—sometimes slaves, sometimes mercenaries, sometimes junior partners in alliances of convenience.
The humans learned well from their elven masters, and in time they rebelled. The armies of Quodeth conquered Sersidyen completely, and the elves of Imystrahl retreated to hule’s southern coast. Elven dreams of empire diminished further when the Atlanteans arrived in 307 AR, sweeping elven fleets from the seas and sacking the city of Imystrahl itself. The elves repulsed the Atlantean raiders, but at great cost: the city lay in ruins, and elven armies elsewhere in Thule made their way home to Imystrahl.

Over time, the elves rebuilt, never forgetting the blow struck by the Atlanteans and occasionally using their magic to thwart Atlantis’s colonial ambitions in southern Thule. he elves rejoiced in 1906 AR when Atlantis sank beneath the waves, and many would love to see the last survivors of the Atlantean race leave Thule for good.
About 40 years ago, Imystrahl found a new decadence, one that would reshape (and perhaps doom) their society: the Black Milk. Introduced by Suric Dyamath, self-described “harbinger of Nyarlathotep,” this narcotic extract from jungle flowers has the city in its grip. Higher-caste
elves spend their days in slumber, dreaming strange dreams. Meanwhile, the city crumbles around them, strange monsters flit from rooftop to rooftop, and Nyarlathotep’s servants have functional control of the city.

CITY DESCRIPTION
At its height centuries ago, Imystrahl was an inspiring
metropolis of marble and alabaster, delicate white spires
rising above the deep blue harbor waters. Now the marble
is crumbling, much of the alabaster has been stripped to
pay for Black Milk, and a layer of soot means the city has
literally lost its luster. Stone walls surround the city in all
landward directions, and a series of breakwaters protects
the harbor from both weather and seaward raids.
Inside the city walls, Imystrahl is a warren of structures
constructed at odd angles, streets that dead-end
without warning, and tall buildings that often blot out
the sun. For the visitor, it’s a remarkably easy city to
get turned around and lost within. Because the elves
care for little other than their own narcotic dreams,
all manner of monsters lurk in the dark alleys and
shadowed balconies of the city—some summoned specifically
by Nyarlathotep’s agents to feed on the fevered
dreams of the elven nobles.
The city is also eerily quiet, because much of the
city is sleeping, day or night. he fastest way to draw
attention from the city watch (well-armed and brutal
half-elves) or house guards (mercenaries in the employ
of a high-ranking house) is to make a lot of noise.
Bonedust Gate: The main land entrance to
Imystrahl, Bonedust Gate is a fortress embedded within
the city walls. It takes its name from the fine white
powder on the inbound road—the powdered bones of
millennia-old enemies of the elves. It’s hard for ordinary
travelers to get past the surly guards at the gate, unless
they have black lotus to trade or enough gold to bribe
the guards (the bribe amount is variable, but 10–100 gp
for a small party is typical).
Western Dock: Any ship not obviously Atlantean or
hostile can dock at the westernmost pier in Imystrahl’s
harbor, but getting beyond that pier and onto solid
ground requires rare flowers or gold, just as for the Bonedust
Gate above. his dock is Imystrahl’s primary point
of contact with the outside world, though it’s mostly trade
goods, not passengers, that embark and disembark here.
Spire of Zaal: Among the more wakeful of the elven
nobility are the arcane sages of Zaal, who study ancient
elven scrolls and argue esoteric points of magic theory
from within the walls of this slim spire near the center
of the city. A product of centuries of magic, the Spire of
Zaal is far larger on the inside than it appears from the
outside, and even the sages don’t know where every hallway
leads (not that they’d admit this, though). The sages
are in the thrall of the Black Milk, though they aren’t
entirely crippled by it: they still rouse from their slumber
to continue their studies in its and starts.
The sages of Zaal can be information sources, patrons,
or antagonists, and the interior of the spire
can certainly be an adventure site in its own right.
Among the sages’ current obsessions: finding and restoring
the World Gate believed to lie somewhere underneath
Imystrahl, how to use Black Milk to open a path
to the Dream Dimension, and unearthing some lost
arsenals from the long-gone elven empire of Sersidyen.
Gyrann Prison: Many of the wretches in the dungeonlike
prison underneath Imystrahl are common
elven and half-elven prisoners, plus a few dissidents
troubled by the growing inluence of Nyarlathotep.
One wing, though, is composed of noble political
prisoners—elves who lost political struggles and are now
restricted to small but comfortable cells underneath the
city. The political prisoners get gifts, including Black
Milk, from their families. One prisoner, Dzorik Trenaal,
is a botanist trying to grow the black lotus hydroponically
underground. If Dzorik succeeds, he’ll win his
freedom . . . and cut off one of the few remaining reasons
for Imystrahl to contact the outside world.

Imystrahl (Small City, pop. 17,200)
City of the Black Lotus, the Sleeping Spires, the
White Teeth.
Imystrahl, home to cruel and decadent elves,
is an important trade hub along Thule’s southern
coast. The city is falling under the sway of
the Black Milk, an opiate supplied by servants of
Nyarlathotep, and the elves are increasingly too
busy dreaming apocalyptic dreams to care about
the outside world.
Authority: Vaas Kuruthim is the titular master
of the city, but he hasn’t been seen awake in
almost a year, and the Kuruthim family in general
rarely leaves their noble manor. Day-to-day
city operations fall to Crothia Zearein, “tyrant
general” of Imystrahl’s standing army, who has
resisted the lure of the Black Milk so far.
NPCs: Three quarters of Imystrahl’s residents are
elves, and most of the rest are half-elves and a
smattering of other races.
Thryn Seklekir is a half-elf captain of the guard
who tries to look outward on Imystrahl’s
behalf, visiting nearby towns and sometimes
hiring adventurers to surreptitiously advance
Imystrahl’s interests in the region. When he’s
in Imystrahl, he takes an interest in unusual
travelers and seeks news of the wider world.
Hayerik Muord is a canny elven trader who plies
legitimate goods on the Western Dock and
black lotus at Bonedust Gate—and takes pains
to keep the two businesses separate. So far,
she’s been able to sell Black Milk within the
city while keeping the followers of Nyarlathotep
at bay, but she worries that eventually
she’ll draw unwanted attention.
Prath Napratam and Suric Dyamath are the
agents of Nyarlathotep responsible for getting
as many elves dreaming as possible. Suric
understands the alchemical process required
to turn turn black lotus into Black Milk, and
Prath distributes it throughout the city.
Trade: The only import Imystrahl cares about is
black lotus from the northern jungle, though
the city can’t feed itself and imports fish and
farmed goods, mostly by sea, from the rest of
the region. They export “antiques,” which is a
kind way of saying that they’re stripping their
own homes bare to pay for more Black Milk. An
ordinary city would bankrupt itself in a matter
of weeks at this rate, but Imystrahl had millennia
to gather wealth and craft fine goods.
Concerns: A few forward-thinking elves are
worried about the Black Milk and the influence
of Nyarlathotep, but they have dificulty rousing
their fellows from slumber long enough to tell
them so. A broader concern among the elves
(when they’re awake) is that trouble stays far
from Imystrahl’s walls, so they sometimes order
the city’s small but well-trained army into the
field to keep nearby settlements in line.

No comments:

Post a Comment

RURITAIN AND THE ASPTOOTHS

Ruler: Queen Matilda (from 2221 AR), formerly King Ozzar . The coastal city of Ruritain, one of the first settlements built by the Atlantea...