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The Blue Knight
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Contents
Contents ............................................................ 1
Appendix I: Time................................................ 2 The Existential Ages of the Continuum ......... 2 Aldyryc’s Week ............................................. 3 Aldyryc’s Year (six-week lunar cycle) ............ 4
Appendix II: Pantheon ....................................... 5 The Council of Powers .................................. 5 The Children of the Reformation .................. 8 Demigods ...................................................... 9
Appendix III: Cosmology .................................. 12 The Planes .................................................. 12 Dimensional Bubbles .................................. 15
Appendix IV: Magic Metaphysics & History..... 16 Dreamweaving............................................ 16 Spells .......................................................... 16 The Forms ................................................... 17 The Keys ..................................................... 18 The Companions ......................................... 18 Wizardry ..................................................... 18 Witchcraft ................................................... 20 Psions and Psychics .................................... 21 The Limits ................................................... 21 Magic in the Spheres .................................. 22
Appendix V: Dragonnethi ................................ 23 Soulless ....................................................... 24 Metal Song ................................................. 25 Nethienkah ................................................. 26 Dragonnethik .............................................. 27 The Terasques ............................................ 29
Appendix VI: Precious Metals and Minerals .... 30
Appendix VII: Map Key .................................... 31
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Appendix I: Time
The Existential Ages of the Continuum
1. The Age of the Egg (Before Time Began): covering from before the uttering of the First Prophecy to Bahamut’s entry into the Egg starting the division of Eternity into Time
2. The Age of Eden (24,300,987,336–20,000,000,200 years pre-Fall): covering from the first instant sprouting Yggdrasil, through its growth and creation of Eden and the Abyss, to the awakening of Tiamat and the first growth of the Elder Gods
3. The Age of Fury (20,000,000,200 –14,572,000,504 years pre-Fall): covering from the charge of Tiamat forming the Abominations and ripening the Elder Gods, through Ragnarok and the creation of the Antha, to the First Chaos Wave
4. The Age of the Reformation (14,572,000,504–10,000, 001,429 years pre-Fall): covering from Chaos Wave, through the Existential Reformation of Reality Prime into five dimensional Spheres and the multiplication of alternate realities, to the beginning of the Telestial War
5. The Age of Ethics (10,000,001,429–155, 634,621 years pre-Fall): covering from the beginning of the Telestial War, through the creation of the Young Gods, the Council of Powers, the Celestial legions, and the Demon Wall, to the splitting of Tiamat’s body into the dragonneth Firsts
6. The Age of the Blood (155,634,621–135,437,108 years pre-Fall): covering from the rise of the Empire of the Blood, through the creation and failure of giants, to the creation of orcs
7. The Age of Orcs (135,437,108–35,362,597 years pre-Fall): covering from the rise of the Murhkar Empire beginning the Blood Wars to the rise of the Faerie
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Alliance 8. The Age of Faerie (35,362,597 years pre-Fall to the
Fall): covering from the rise of the Faerie Alliance to the Second Chaos Wave ending the Blood Wars at the Meridian of Time, defined by the Fall
9. The Age of the Fallen (The Fall to 50,003,410 years post-Fall): covering from the Meridian of Time, through the Faerie Wars and the Blood Curse creating trolls and tunnel curs, to the creation of the Spear of Destiny and the Grail, Cup of Apollo
10. The Age of Atonement (approx. 50,003,410 –85,130,005 years post-Fall): covering from the granting of Cup and Spear to the Faerie, through their use to obtaining the first Feywood seed, Source of the first Hold, to the first Breath of Yog-sothoth, the Winds of Change
11. The Age of the Winds (85,130,005– 85,141,978 years post-Fall): covering from Yog-sothoth’s First Breath depositing humans from the Old World of One Sun in Numallea, through the beginning of the Armageddon to the Third Chaos Wave
12. The Age of Apocalypse (beyond 85,141,978 years post-Fall): covering from the Third Chaos Wave to the End of Ages
Aldyryc’s Week 1. Rayll - Day of Creation 2. Lokyll - Day of Fire 3. Vulcyll - Day of Earth 4. Freyll - Day of Air 5. Posyll - Day of Water 6. Bachyll - Day of Celebration 7. Maryll - Day of Gratitude 8. Ranyll – Day of Rest
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Aldyryc’s Year (six-week lunar cycle)
1. Shakrynn - Month of Invention, Winter begins, New Year’s Day on 1
st
2. Kelliggys - Month of Family, Aurora Minimum Solstice on 1
st
3. Taalynn - Month of Renewal, Spring begins, Night of Light on 14
th
4. Tantrys - Month of Passion, Aurora Advancing Equinox on 1
st
5. Elrynn - Month of Ease, Summer begins 6. Aurys - Month of Harvest, Aurora Maximum Solstice on 1
st, Night of Shadows on 31
st
7. Urvynn - Month of Storms, Autumn begins 8. Duvhynn - Month of Decay, Aurora Retreating Equinox on 1
st, Night of Darkness on 48
th
Seasonal variation is marked by the advancement and retreat of the global aurora generated by the cyclical intensity of the energy erupting out of the South Pole into the suns. Solstices are defined by its northward extension with equinoxes defined by coverage to the equator. On the midsummer solstice the aurora is visible globally even during daylight.
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Appendix II: Pantheon
The Council of Powers
The Five Factions: Darkness, Flames, Light, Rains, Shadows
Deity Incarnated Concepts Sex Power Rank
The Ancient Ones (Iggiggi) Bahamut Creation, Hope,
Sacrifice, Quality, and Generosity
Male Apex
Lorril Shadows, Secrets, Deception, Illusion, Stealth, and Felines
Female Greater
Ptah Space, Time, History, and Prophecy
Male Greater
Tiamat Entropy, Rage, and Abominations
Female Apex
The Great Old Ones (Abominations) Azathoth (Cronus)
Chaos, Destruction, Madness, Massacre
Male Greater
Cthulhu Darkness, Domination, Evil, and Doom
Male Greater
Odin (Cronus)
War, Combat, and Berserk Rage
Male Greater
Orcus Black Magic, Night, Undead, Terror, and Nightmares
Male Greater
Pazuzu
Lies, Corruption, Disease, Sickness, and Pestilence
Male Greater
The Elder Gods (Zonei) Athena Wisdom, Strategy,
Valour, and Virtue Female Greater
Freya Air and Wind Female Greater
KI Natural Balance, Nature Female Greater
Loki Fire, Lust, and Mischief Female Greater
Marduk Knowledge and Magic Male Apex
Oberon Natural Wonder, Children, Youth
Male Greater
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Deity Incarnated Concepts Sex Power Rank
Poseidon Water, Rain Male Greater
Ra White Magic, Light, Life, and the Primary Sun
Male Greater
Rawna Death, Sleep, Fantasy, Dreams, and Corvids
Female Apex
Titania Seduction, Rivalry, Revenge, and Cruelty
Female Greater
Vulcan Earth, Artifice, Invention, and Craftsmanship
Male Greater
Wicca Agriculture, Motherhood, and Fertility
Female Greater
Xondra Discipline, Order, and Perfection.
Female Greater
The Young Gods (Anunnaki) Amon-Re Autumn, Maturity,
Harvests, and Bounty Male Lesser
Anubis Law, Judgment, Justice, and the Dead
Male Lesser
Apollo Healing, Medicine, Mercy, and the Secondary Sun
Male Lesser
Artemis Athletics, Sport, and Competition
Female Minor
Bacchus Dance, Celebration, and Wine
Male Lesser
Calypso Forests, Flowers, Meadows, and Woodlands
Female Lesser
Charon Oaths, Crossings, and The Styx
Male Minor
Furies Fury, Savagery, and Cannibalism (one per triplet)
Female Minor
Hades Underworld, Toil, Despair, and Troglodytes
Male Lesser
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Deity Incarnated Concepts Sex Power Rank
Horus Protection, Retribution, Vigilance, and Vengeance
Male Greater
Ishtar Beauty, Love, Romantic Passion
Female Greater
Isis Gray Magic, the Moon, Cycles, and Canines
Female Greater
Kali-Set Ruthlessness, Natural Selection, Serpents, and Chimeras.
Both Lesser
Lowyatar Hate, Malice, Pain, Torture
Female Lesser
Mercury Summer, Ease, Youth, Trade, and Wealth
Male Lesser
Merlyn Reason and Wizardry Male Minor
Osiris Spring, Dawn, Childhood, and Renewal
Male Lesser
Pan Witchcraft and Wild Passion
Male Lesser
Satanael Oppression, Conformity, Slavery, Sophistry, and Politics
Male Lesser
Thor Strength, Courage, Speed, Virility, and Horses
Male Lesser
Thrym Winter, Cold, and Old Age
Male Lesser
Xoll’X Intrigue, Plots, Ensnarement, Jealousy, and Arachnids
Female Lesser
Zeus Storms, Thunder, and Lightning
Male Lesser
The Ascended (Elohim) Axvin Arvanx
Gambling , Good Luck, Adventure
Male Lesser
Hexxis Arvanx
Trouble, Accidents, Misfortune, Curses, Lycanthropes
Female Lesser
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Deity Incarnated Concepts Sex Power Rank
Shaykspeyr Artistic Expression and Creation
Female Lesser
Pandis Humour, Laughter, Jokes, Tricks, and Eccentricity
Male Lesser
Sirsyr Chivalry, Loyalty, and Honour
Male Lesser
Sorvah Travel, Curiosity, and Wanderers
Male Lesser
Velkiri Equality, Emancipation, Freedom, and Individuality
Female Lesser
The Children of the Reformation
During the Age of Reformation created by the First Chaos Wave, Horus, Ishtar, and Isis grew and ripened on the Tree of Life. The other Young Gods followed as the children of existing or ripened gods. Amon-Re, Apollo, Mercury, Osiris, and Thrym are the
sons of Ra and KI. Anubis sprang from the forehead of his mother
Athena. Artemis and Thor are the children of Odin and
Xondra. Bacchus and Calypso are the children of KI and
Oberon. Charon and Merlin are the sons of Rawna and
Marduk. Hades and Zeus and are the sons of Loki and Vulcan. Kali-Set was produced by Cthulhu raping KI. Lowyatar and Xoll’X were conceived by Pazuzu
seducing and raping Ishtar. Pan is the son of Titania and Oberon. Satanael’s parents are Xoll’X and Cthulhu. The Furies are the daughters of Azathoth and
Lowyatar.
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Demigods
The Powers come in four levels: Apex, Greater, Lesser, and Minor. Merlin and Charon are among the Minor Powers. Beings just below or partially divine, demigods don’t possess divine powers or answer prayers, but may have superhuman abilities, talents, bodies, minds, longevity, or agelessness (etc.). First Light pushed back the Abyss, hatching the
Incarnations of Eden from the Egg. The next instant, darkness and a cacophony of wailing, howling, snarling, and growling, engulfed the Ravens, Huginn (Thought) and Muninn (Memory). Filled with the carrion of Bahamut, their droppings fertilized the new earth.
Yggdrasil sprouted full of brilliant light, the Tree of Life growing exponentially by the instant, branches and roots chasing its radiance, sprouting and spreading vegetation of every type.
Together the Ravens sang the Word, “Om,” the Song of the Questing Beast summoning the gleaming hope and wonder of the White Hart from the trunk of the Tree of Life, its primary defense against the demons and darkness.
The Ravens bore the Seven Companions (Bear, Bull, Cat, Coyote, Eagle, Fox, and Owl) to help the Hart and guide the Elder Gods when they emerged from Yggdrasil’s ripe pods.
Before the Antha, the gods tested the Cauldron by combining Eden’s primordial material Elements – Air, Earth, Fire, Water – with the Element of Spirit. This created the Primal Elementals, also called the Primevals. However, the gods found them to be too simple and their spirits too easy to detect, even after using them to produce a variety of more advanced offspring, including the four original races of Djinn. So, they tried combining all five into the Primeval
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known as the Tempest. Wild and dangerous, they ended the experiment without reproducing the storm elemental. Next they tried animals with a separation called the Veil between spirit and body, creating the Antha. All five Primevals are said to still exist.
The First Chaos Wave and the Reformation caused Cat to bear the Puk and Cheshyir, progenitors of Faerie Lynxes, also called Elven Cats, Forest Phantoms, and Displacer Beasts. Both are intelligent, witty, and mischievous with feline charm. Known for occasional kindness, Puk is Oberon’s animal companion while mind-gamer Cheshyir is Pan’s.
Leonine Abyl and the White Tiger, Kayn, along with the other surviving rakshiri and rakshasa elders, were elevated by the First Chaos Wave. The rakshasa elders and their lesser generations move among their anthropoid descendants in false shapes to manipulate, exploit, torture, and kill, unable to hide only their backwards-bending fingers. The twenty-one rakshiri elders never produced new generations, instead withdrawing to Faerie and the ruins of Zyon Eden’s only city, where the Book of Life is kept.
The Weird Sisters were born in the Reformation, the Old Hag, the Baba Yaga, and Medusa, living nightmares of Sheol. Orcus produced night hag daughters with the Old Hag, then gorgon daughters with Medusa, before approaching the Baba Yaga only to be rejected. Returning with his Black Cauldron as a gift, she took it and fled cackling on the legs of her hut. Pazuzu and the Old Hag also produced children known alternatively as incubi and succubi, able to assume the appearance and sex they desire. They dwell in the Shadowlands of the Dreamtime near Sheol, outside the Demon Wall.
Thor, known as the All-Father, is the most prolific producer of demigods. His taste for human women
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gave him sons Mars, Gilgamesh, Glooskap, Heracles, Theseus, Perseus, Jason, Genghis, Cuhullin, Achilles, Attila, Balder, Tyr, Heimdallr, Rasputin, Conan, Kensei, Hermes, Goliath, Hector, Kurgan, Othello, Sun Tzu, and Madmartigan, as well as his daughters Sonja, Xena, Desdemona, Brigit, Frigga, Hera, Morríghan, Myrina, Otrere, Antiope, Melanippe, Penthesileia, Melanippe, Glauce, and Hippolyta. It is possible the blood of Thor runs in Dorek.
Anubis fathered Confucius, Hammurabi, and Solomon.
Apollo is the father of Lucifer, Dian Cecht, and Hippocrates.
Artemis is the mother of Orion and Dianna. Athena and the Syrraqan woman Nahala are the
virgin mothers of Sirsyr, a demigod who Ascended as First Paladin.
Ishtar is mother of Persephone, Calliope, Aphrodite, Venus, Paris, Helen, Lothario, Juan, Ganymede, Selene, Narcissus, and Oedipus.
Kali-Set self-conceived Pegasus, Sleiphnir, Cerberus, Fenrir, Garmr, Leviathan, Quetzalcoatl, and the Jabberwocky.
Loki is known to be the mother of Pandora, founder of the Witchland of Paholja and creator of the curse of Lycanthrope.
Odin is the father of the foresighted cyclops Phoebe with the titan Euryale and the Hekatonkheir, Kottos, with her sister titan Stheno, the daughters of Uranus. Kottos and Phoebe are the parents of ettins.
Pan is the father of Puck. Titania is the mother of fraternal-twin mystics,
Viviane and Morgana. Wicca the Midwife is mother of Gaia, Enkidu, and
Prometheus.
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Appendix III: Cosmology
The Planes
Eleven Dimensions: 3 Spatial, 3 Temporal, and 5 Spherical
Plane Sphere Realm Notes
Void Omnipresent Omnipresent Infinite expanse of eternal duration
Outer Darkness
Existential Background
Existential Background
The most basic manifestation of the Tao field, the spirit of the Void from which Existence is formed
Maelstrom Hyperspace Hyperspace
The result of overlapping, conflicting realities
Genesis Outer Telestial
Positive energy and light qi; contains the Fountain of Souls
Pandemonium Outer Telestial
Contains Valhalla and strongest Maelstrom storms
Abyss Outer Telestial
Negative energy and dark qi; contains the Vortex of Darkness; sealed by Demon Wall
Elysium Astral Telestial The Cosmic Nursery
Astral Sea Astral Telestial Deepest reach for Maelstrom storms
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Plane Sphere Realm Notes
Abaddon Astral Telestial Contains Mount Doom; sealed by Demon Wall
Utopia Psychic Telestial Ideal Dreamworld
Dream Time Psychic Telestial
Realistic Dreamworld; source of most conjured creatures
Sheol Psychic Telestial
Nightmare Dreamworld; sealed by Demon Wall
Material Mortal Terrestrial The Universe
Ethereal Mortal Terrestrial
The Spiritworld, coexistent with the Physical Universe, where the dead wait to be called to judgement and divided by experience into Paradise, Limbo, and Purgatory.
Air Realm Inner Celestial
The sky of the Faerie Realms (formerly Eden), filling the Inner Sphere
Fire Realm Inner Celestial The upper pole of Faerie
Earth Realm Inner Celestial
The ground of Faerie, forming the Terran Mountains between Fire and Water
Water Realm Inner Celestial The Sea of Faerie
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Plane Sphere Realm Notes
Fields of Spring
Inner Celestial
The fertile plains and seacoast of Faerie
Summerwood Inner Celestial The equatorial rainforest of Faerie
Hills of Autumn
Inner Celestial The grassy highlands of Faerie
Winterwood Inner Celestial
The frozen forest of Faerie’s lower pole
Heaven Inner Celestial
Branch sphere of Yggdrasil, crystal Tree of Life, contained within Phlegethon and Lethe, the sun of Faerie
Qohlahb Inner Celestial Trunk sphere of Yggdrasil; the Celestial City
Hell Inner Celestial Root sphere of Yggdrasil
Acheron Inner Celestial
Heart cavern of Yggdrasil; contains the Styx, Kokytos, Isle of Tranquility, and Keystone of Reality
Heart of Existence
Inner Existential Background
Core of the Keystone, energizes static and entropic qi once per instant
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Dimensional Bubbles
Typically microscopic and forming in or between the
space-time fabrics of the Spheres, dimensional bubbles
are independent, protean, pseudo realities with their own
internal relativity of scale, making the exterior size
irrelevant to the internal. Entering the bubble scales the
individual to that of the bubble’s space-time. The
individual may perceive the bubble expanding up to
seven miles in radius but it is the scale of the perceiver
that alters. Thus and atomic exterior may contain an
interior up to fourteen miles in diameter.
Dreamweavers utilize them as vaults, sanctuaries,
observation posts, homes, prisons, and to experience
altered rates of time’s effects. Only those with the ability,
knowledge, and power, can access and manipulate
dimensional bubbles. The first access of a random bubble
attunes the dreamweaver to that bubble enabling
repeated access; otherwise specific bubbles are
practically impossible to detect. A dreamweaver usually
starts by accessing one as a storage location for relatively
small items and grows with it until able to create their
own secure personalized reality. Having access to more
than one is a common practice.
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Appendix IV: Magic Metaphysics & History
Based on the ideas in A.N. Whitehead’s “Process and Reality” as well as quantum and string theory, dreamweaving treats existence as the dream of the Tao, the Void’s spirit of infinite potential, growing increasingly complex as it strives to attain lucidity. The evolution of self-aware, free-willed, complex spirits leads to those who can attain personal measures of lucidity and influence the probabilities of the dream though conscious will and imagination. Qi, life-force of the Tao, powers these changes and can be woven into spells. Gathered qi prevents consumption of the dreamweaver by the change.
Dreamweaving
Able to influence probability to some degree, all complex minds can dreamweave, their minor alterations interacting with others to produce the effect called luck. The Barrier of Disbelief protects most from accidentally being consumed by their desires. The Barrier is usually broken through shamanistic visions induced by stress rituals, on mystic mushroom trips, or within the shared dreams of mageleaf.
Spells
Qi can be imbued with visualized intention and “woven” into “viral” matrices of predetermined probability, activated, amplified, and transmitted by specific sonic vibrations and intricate movements plus a spark of material qi and focused, situational visualization. The matrix then insinuates into the Tao effectively changing its mind and expression of the dream. The more improbable or radical the change, the more qi required and the greater the complexity and difficulty of the casting, producing the eleven Power Classes of spells.
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Spells learned by mystics and illuminati become internalized abilities while magicians write their more numerous lessons in books, hooking individual prepared matrices to their exterior qi to preserve their cohesion until cast. Mystics “convince” the Tao by harmonizing consciousness with a Key to become as one, illuminati charm it with artistic performance and storytelling, and magicians visualize their understanding into their spell qi to reason with it.
The Forms
Concentrated potency, the Forms are overarching thematic conceptual ideals essential to the Tao and embodied in or through Yggdrasil, Eden’s Tree of Life that bore the Gods, from which divine Powers directly draw divine energy (golden bolts that can repair or damage anything), Formal spells and abilities, and qi to weave spells. Paragons are mortals who so embody a Form that they can draw directly upon its abilities and spells, requiring focused visualized intention without the need for weaving, casting vibrations, or additional qi. Complex, or Martial, Paragons embody multiple Forms, using techniques in their sacred texts to broaden set Formal spells and abilities into more spells with casting vibrations and more abilities. All four types embody Struggle, rangers also drawing from Animal and Earth, inquisitors from Order and Knowledge, paladins Order, Good, Light, and Life, and dark paladins Order, Evil, Darkness, and Death. Inquisitors follow Draco’s The Question, dark paladins Mordred’s Will to Power, light paladins Sirsyr’s Meditations on Honour, and rangers Mielikki’s The Wild Hunt. Superior Paragons, both types of paladins can directly channel divine energy for both its purposes.
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Divine paragons, or saints, are mortals granted access to a Form through the favour of a compatible Power.
The Keys
The vibrations and harmonic interactions of the Forms create the mystical Keys. The mystic mushroom, discovered by dragonnethi, allows initiate mystics to attune to a Key in order to draw power for spells and abilities. Once trained, the mushroom is no longer required to reach the proper level of altered consciousness. A mystic can cast spells from Conjuration, Enchantment, Magecraft, and Necromancy, but not Druidic Lore or Priestcraft.
The Companions
The offspring of Thought and Memory, the Seven Companions sang songs created from the Keys to teach the early elven shamanistic knowledge-keepers who became illuminati, working magic through charisma on perception, emotion, and psychology. As they did in person with the Elder Gods, the Companions send out avatar-like guiding spirits to be expressed through the illuminati. Illuminati use totems of their Companion to focus their magic and as a link to their Guides similar to a priest’s sacred symbol.
Wizardry
The six magician’s Crafts began as unrelated Sorceries learned by rote and practiced without intellectual understanding. Melkor the goblin was contacted by Orcus to serve as the first priest and reveal the Mortis Liber. Melkor and his son Sauron discovered it buried deep in the Underworld of Aldyryc. Copying the book’s groups of arcane rituals, Melkor created the first sorcerous texts.
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This allowed sorcery to spread, except Druidic Lore for which orcs had little talent or interest. Melkor rallied the orcs around the book, eventually founding the Murhkar Empire that Sauron the Necromancer would be first to rule. Later, more rituals were copied by faerie from the Vitae Liber before leaving the Faerie Realms and Druidic Lore came into its own. Priestcraft creates a divine covenant enabling the channeling of divine energy, Formal abilities, and qi for spells. Magecraft utilizes the caster’s qi, Enchantment that of inanimate matter, Necromancy the qi of other creatures and spirits, Druidic Lore the forces of nature, planets, and the Faerie Realms, and Conjuration the forces of the universe, planes of the Outer Spheres, and the structure of reality. Thousands of years after humans first arrived from their Old World of One Sun, Merlin the Magician, the younger of Rawna and Marduk’s two sons, introduced the concept of scientific investigation. His apprentice, Solomon, connected the Sorceries into the Crafts of Wizardry transforming sorcerers into magicians. Known as the Master Craftsman and First Wizard, a generalist of all six Crafts, he created the first true spellbook, known as the Key of Solomon. It is said to have emerald covers imbued with power akin the Mortis Liber and Vitae Liber. The Black and White Arts are essential expressions of antipathy or empathy that infuse the effects and creator of a prepared spell, capable of converting such into energy capable of respectively inflicting or healing wounds through touch. The Grey Art affords the magician an initial choice of orientation. Changes in character accrued through choices and cumulative use of spells of other Arts can shift a magician’s expressed Art. Unfortunately, although Wizardry united the Crafts, it split the magicians into three Art factions and the Druidic Order that had formed a few centuries earlier. A
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struggle for dominance became the devastating Dream War, including the Witch Hunt of Draco’s Kaldarian Inquisition. Merlin brought it to an end by creating the Arcanum, made up of the three Artistic Orders, the Druidic Order, the numerous Divine Orders, and the Cerulean Order that enforces Wizard Law and protects the Arcanum. Each Order has a Speaker on the Arcanum Council from whom one is elected Speaker of The Arcanum, except for First Speaker Morden Kainen Gygax, appointed directly by Merlin.
Witchcraft
Twisted and broken into dangerous unpredictability by the Second Chaos Wave, the Ley is the spiritual matrix of the planet. Witchcraft draws upon ley energy to spontaneously enhance spells without increasing casting difficulty. Pan’s Necronomicon, the Witch’s Grimoire, reintroduced it with a complex ritual sacrificing part of the witch’s essence to create a living familiar from a wet clay effigy. Linking witch and planet to more safely channel the unstable ley energy, some of the reduction is permanent, reduced further by the familiar’s destruction. The first contact with ley energy risks permanent insanity and its use is capable of permanently damaging reality. Formed after the horrors of the Dream Wars, the Arcanum banned witchcraft under penalty of death and launched the Witch Hunt. Priests of Pan form the majority of witches and the only religion not one of the Arcanum’s Orders. Created by the Witch Hunt, only their land of Paholja offers witches sanctuary from the Cerulean Order, enforcers of Wizard Law and defenders of the Arcanum.
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Psions and Psychics
Psions are races with a number of innate, fixed magical abilities much like the Formal spells of paragons. Psychics are individuals of non-psion races with one to three relatively minor abilities from a small range of psionic powers, usually surfacing around adolescence. Faerie are psions whose abilities are dormant until they establish their adult link with the Faerie Source of their Hold.
The Limits
Wishes are the ultimate spells of mortal dreamweaving, miracles are divine intervention. Neither can reproduce themselves or more powerful spells, even with enough effective Power Classes available. Powers can only work miracles in relation to or pursuit of their incarnated concept goals. They cannot reproduce spells of opposing concepts or alignments (foundational or ethical).
Wishes Lesser: Class 8; can simultaneously reproduce spells
and enhancements totalling up to 7 Classes. Greater: Power Class 10; can simultaneously
reproduce spells and enhancements totalling up to 9 Classes or create material worth up to 50,000 gold pieces
Ultimate: Power Class 11’s only spell; can simultaneously reproduce spells and enhancements totalling up to 12 Classes or create material worth up to 500,000gp
Miracles Minor: Power Class 12; can simultaneously
reproduce spells and enhancements totalling up to 15 Classes or create material worth up to 5,000,000gp; Caster Rank 21; 3/day
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Lesser: Power Class 13; can simultaneously reproduce spells and enhancements totalling up to 18 Classes or create material worth up to 50,000,000gp; Caster Rank 24; 6/day
Greater :Power Class 14; can simultaneously reproduce spells and enhancements totalling up to 21 Classes or create material worth up to 500,000,000gp; Caster Rank 27; 9/day
Apex: Power Class 15; can simultaneously reproduce spells and enhancements totalling up to 24 Classes or create material worth up to 5,000,000,000gp; Caster Rank 30; 12/day
Magic in the Spheres
The influence of magic varies according to the dimensional Sphere occupied by the caster. This is due to the prevalence of chaos and spirit or order and substance as well as the amount of potential already realized in the Sphere. The Celestial Realms of the material Inner Sphere inhibit magic to Class Seven with central Acheron limiting it to Class Four. Growing closer to the pure spirit of the Tao with distance from the Mortal Sphere, the three Spheres of the Telestial Realms increase in malleability and instability. This doubles, triples, and quadruples the range and area of effect of magic while reducing its duration by 30%, 60%, and 90% respectively. Although instantaneous effects are unchanged, most normally permanent, non-destructive ones are limited to 100 days, 10 days, and 1 day in the Outer Sphere.
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Appendix V: Dragonnethi The Dragonnethi believe Ancient Ones Bahamut and Tiamat to have been the only true divine beings. Bahamut’s sacrifice left one until the First Chaos Wave split her freshly-vacated corpse into the three Dragonneth Firsts: Drake, Dragon, and Wyrm. All their descendant dragonnethi have her divine black blood pumping through in their veins passing forward genetic memories from every generation since the Firsts. Their dreams are explorations of their Blood Memory line. They use a personal first name with the combined names of their parents as a second and the combined names of all four grandparents as a third and soon back to the universal last name of Dragonneth. Thus full, formal introductions can take a long time. Dragonnethi are only able to produce offspring only three times during their age cycle. Once during young adulthood, one during adulthood, and once during mature adulthood. They do not mate for pleasure or emotion, but to improve the prestige and richness of the Blood Memory line. Each mating produces three to nine eggs, some of which occasionally contain other sub-species of dragonnethi, with only those small enough for the egg viable. The eggs are silver from the mithral content of the shell. They view all other beings, from newly created microbial spirits to Ancient Ones Lorril and Ptah, as a profane Vermin to be treated as Annoying, Dangerous, Irrelevant, Nutritious, or Useful. Dragonnethi are unaffected by the alcohol, visionleaf, brewed twilight, tosha, and Odin’s Eye mushroom. Dragonnethi deem invention and craft below their divine status and perfect natural capabilities preferring to use Vermin slaves to create tools, weapons, armour, and
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other useful products, or taking them in raids. However, the dragonnethi did recognize the combat value of the giants’ drug for training berserker warriors, Odin’s Eye, discovered accidentally by titans at the same time as fermentation and brewing. With adaptive mimicry woven into scales and skin, they sought a similar fungus for their race and discovered mystic mushrooms. This enabled them to be first to access the mystical Keys and become blood mystics. Believing it a power of their divinity, the mystics formed the Order of the Blood, a mystic religion dedicated to exploring the physical, mental, and spiritual aspects of the Blood through the Key. Those who focused upon body and mind became the first martial monks. Those who explored the deeper spirituality of the Key developed into blood disciples, serving a similar role as paladins in divine religions. Only dragonnethi can access the Blood Key and it is the only Key they can access.
Soulless
Tiamat and Bahamut are the apex gods of the dragonnethi, with the Firsts viewed as greater powers, High Ones as intermediate powers, Low Ones as kisser powers, and Bestial Ones as demigods. The Low Ones are bipedal, the burrowing varstrills of Wyrm lineage, the aquatic ysstrakans of Dragon lineage, and the lowly venomous kobolds of Drake lineage. Most creatures are created as incorporeal spirits before inhabiting mortal bodies and then passing into the Afterlife where body and spirit unify into a soul. Generated from the spiritless corpse of Tiamat, dragonnethi only get a mortal life, their spirits and bodies created together and combined at conception. Some say they have no spirits. When slain they decay and are gone, as happens with gods, demons, angels, elementals, and
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the souls of the dead. Some consider them abominations but they consider themselves divine. Many varstrills believe that Bahamut is now a part of the fabric of the cosmos. Becoming closer to it brings one closer to him enabling a union of Tiamat and Bahamut that will grant dragonneth an Afterlife. This is known as the Blood of the Union. As it is, High Ones die when they grow too large for their hearts to support and the other when their hearts grow too large and thick to pump. The dead are eaten by those considered worthy of the honour to pass on the dead one and to prevent Vermin from defiling the corpse
Metal Song
Dragonnethi hear the Song of the Metal, pleasant vibrations reaching to the bone experienced like music. Different metals have different qualities sing different tunes with impurities and creating different styles and voices. A dragonneth’s hoard is the choir in a in its temple lair. Fascinated by the experience, they can spend centuries just listening, the larger the choir the hard it is to leave. This is the how metals gained their relative values and became currency on Aldyryc. Most prized of all are mithral, which they call Blood Silver, and starcore which they believe to sing the song of Eden altered by the First Chaos Wave. The song of mithral has a soothing harmonic sweetness that turns into mournful, disturbing dissonance in the sacrilegious possession of Vermin while starcore is cosmic, ancient, and alien. Adamantine starcore comes only from meteorites. Stronger and lighter than steel as well as easily attuned to magic, mithral originated in the blood, bones, and scales, of Tiamat, passed down through the Firsts.
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Natural deposits come from decaying bodies and egg shells, particularly those of High Ones. The relatively large size and number of deposits, considering dragonnethi cannibalism, is due to the long Blood Wars against the Vermin, the massive number of simultaneous deaths caused by the Second Chaos Wave that ended the Wars, and collapse of all civilizations and races toward extinction during the Age of the Fallen.
Nethienkah
Dragonnethi were first to establish a viable civilization on Aldyryc. The divine Firsts considered themselves above concepts like good, evil, ambition, and cooperation. Only The Dragon had the desire and discipline to lead, the Drake being too easily distracted and unpredictable, the Wyrm too passive and contemplative. Thus the Dragon gained dominance and, able to crush the will of their descendants with a look, the Firsts established a stratified hierarchy through unquestioning obedience ruthlessly maintained by strict discipline. Unopposed, the Empire of the Blood became global and divided between the Firsts with the Dragon ruling the largest territory, the Drake the smallest. High Ones ruled communities and commanded units commensurate with their level of prestige. Low Ones lived only to worship and serve those above as warriors, hunters, trappers, miners, artisans, or anything else required. All below worked to build the choirs of the Firsts and build prestige in their eyes. Prestige was all that mattered, along with a choir to sing about it of course. Although omnivorous when needed, dragonnethi prefer living or freshly killed meat. The Empire’s main source of food was large Nutritious Vermin, mainly dinosaurs. These were treated as the free-roaming cattle of the High One ruling the area.
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Despite the efforts of divinely created giants, orcs, fey, and faerie, through two Ages of the Blood Wars, Nethienkah was forced to share not surrender the planet. Only the Fall of every race and civilization cause by Second Chaos Wave managed to end it, but not before the First Wyrm was slain by dragonsbane developed by the faerie. The Drake emerged millions of years later from Raktargoth to wage the Drake War and die from Sirsyr’s blade. The fate of the Dragon First remains unknown. Both varstrills and ysstrakans clung to their warrior’s code and prestige-based honour to help survive the Age of the Fallen while the cunning Kobolds continued to do whatever it took and serve whoever would stand them. This turned out to be the ysstrakans who chose to rely on their military background to use as a blueprint for the society they hoped would become a new Empire of the Blood, with ysstrakans ruling. Varstrills took a more spiritual, mystical path, isolating themselves in monastic communities, abandoning the destruction of the cosmos and domination of the planet to seek the Blood of the Union. Even though Ysstrakans gathered in the great swamps to form the land that bears their name and Varstrills gathered on the nearby Island of Kassykoth, there is little contact or kinship between the two lands.
Dragonnethik
The dragonneth language consists of vocalizations as well a wide variety and range of textures, colours, and patterns, produced by their adaptable scales. The written form contains indicators for these physical communications, but is used mostly for confidential messages because most knowledge is preserved and pass-down through their genetic memories.
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“Nethienkah” means “Empire of the Blood” “Raktargoth” means “The Last Remnant” of
Nethienkah “Kassykoth” means “The Altar of Self-Sacrifice” “Dragonneth” means “Blood of the Dragon”
(plural: dragonnethi) “Dragon” said black-scaled with claw-like
spikes, always refers to Tiamat. They only turn completely black in reference to her. “Dragonneth”, “Wyrm”, “Drake”, or “Dragon,” said black-scaled with a cross-hatch texture, always refers to a First.
“Dragonneth” “Wyrm”, “Drake”, or “Dragon,” said with black scales and pyramidal protrusions, always refers to High Ones
“Dragonneth” said with black, bumpy scales, always refers to Low Ones
“Dragonneth” said with black, smooth scales, always refers to Bestial Ones including:
Basilisk (lion-sized, six-legged with glowing chameleon-like eyes that petrify when gaze met)
Cockatrice (small feathered drake with a petrifying venomous bite)
Dragon Turtle (colossal and spits boiling blasts of water)
Fairy Drake (tiny with wings that resemble a butterfly’s and hypnotic colour patterns)
Linnorm (giant stream-breathing serpent growing in deep lakes before inhabiting the sea)
Pseudodragon (small with a poison stinger on its tail that paralyzes)
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The Terasques
Four of the five known terasques, indestructible colossal dragonnethi mutated by the Second Chaos Wave, are associated with the Daikaiju Ocean, named “Giant Monster” by human sailors from Zur for its size and inhabitants. Smallest and weakest, the Hydra dwells in the Great Salt Marsh near the Three Seas and the human Republic of Lyrnea. Legend says that the demigod Hercules died just after learning its only weakness. The others aren’t known to have any. Gojira, Rodan, and Ghidorah, dwell on the Isle of Dread, Kaiju, commonly known as Terasque Island. The largest creature known to exist on Aldyryc, whales and ships impaled on its tusks and shell spikes, Goliath dwells in the Daikaiju’s crushing Leviathan Deep at the deepest point of Behemoth Trench, known as the Depths of Despair. Fortunately it and the other terasques are fiercely territorial, having rarely ventured beyond since the Second Chaos Wave.
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Appendix VI: Precious Metals and Minerals
Copper is one-tenth the value of the standard
silver coinage of Aldyryc. Silver is one-tenth the value of gold and gold is
one-tenth the value of platinum. Platinum is one-tenth the value of mithral, a
silver metal stronger and lighter than steel that originates from the blood, bones, scales, and egg shells of dragonnethi.
Mithral is one-tenth the value of starcore, a dark blue, adamantine metal found only in meteorites thought to be remnants of Eden altered by the First Chaos Wave.
Diamond is one-tenth as valuable as fire diamond, also thought to be from Eden, sparkling with a flickering internal white light created by stored qi. It occurs only in Tartarus and the Inferno.
Fire diamond is one-tenth as valuable as flux crystal, fire diamond thought to exist on the moon, Isis, altered by the Second Chaos Wave. Beginning a non-reflective black that chills the surrounding air, it slowly absorbs all energy that it contacts until full. Then it releases it as bright white, warm qi that gradually fades and cools to grey then back to black. The entire cycle takes forty-eight days, the moon’s surface flux sand creating the Three Faces of Isis and a vital part of the three Nights of Power.
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Appendix VII: Map Key
# Land / Region
# Land / Region # Land / Region
1 Ahkracia 18 Cold Sea, The 35 Gaxxidin
Mountains
2 Aldyrrya 19 Crown of Marduk
Mountains 36 Gor
3 Aldwynn Islands
20 Crown of Orcus
Mountains 37 Great Rift, The
4 Anvil
Mountains 21
Dead Lands, The (Nightmare Pass)
38 Grottar
5 Arcanica 22 Demon’s Reef, The 39 Guardian Peaks
6 Ash Desert 23 Devil’s Triangle, The 40 Gulf of Kass
7 Assyrvia 24 Dragon’s Maw, The 41 Gull Shore
8 Barrier Peaks,
The 25 Dunblannor 42
Gyyrdn, the Free City
9 Black Moor,
The 26
Eastern Wall Mountains
43 Heights of
Eternity, The
10 Black Sea 27 Ethernia 44 Hermitage Peaks
11 Blood Marsh 28 Euphrates Mountains 45 Horseshoe Mountains
12 Blood Sea 29 Fallen Lands, The 46 Howling Peaks,
The
13 Brilliant Sea 30 Fey Mountains 47 Innri Sea
14 Burning Sea 31 Flame Wall Mountains 48 Islands of Zur
15 Caenyrvyn 32 Freyan Heights
Mountains 49 Jade Mountains
16 Caltere 33 Gaelland 50 Kaankura
17 Clouded Peaks,
The 34 Ganis 51 Kaldarian Empire
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# Land / Region
# Land / Region # Land / Region
52 Kalvaala 71 Murhkar, Northern
90 Spider Peaks
53 Kassykoth 72 Murhkar, Southern
91 Spires of Poseidon,
The
54 Kaxxuun
Mountains 73 Necros 92 Spirit Mountains
55 KI’s Circle
Mountains 74 Numallea 93 Straits of Fear
56 Konimbra 75 Ocean, The
Daikaiju 94 Straits of Poseidon
57 Kordesh 76 Paholja 95 Straits of Thunder
58 Labyrinth, The 77 Plains of Kangg-
Ara 96 Straits of Zur
59 Lake Avalon 78 Platinum Peaks 97 Stygia
60 Lake Fenrir 79 Raktargoth 98 Stygian Peaks
61 Lake Oberon 80 Refuge Bay 99 Summits of the Kings
62 Lamzara 81 Rhokarga 100 Syrraqa
63 Lantana 82 Rocs’ Roost Mountains
101 Tandros
64 Lyrnean Republic
83 Rovalla 102 Tangled Fens
65 Maldarvia 84 Salt Marsh 103 Tarkiztan
66 Misty
Mountains 85
Sands of Silence, The
104 Tempest Sea
67 Mountains of
Absu 86 Shroud, The 105
Terasque Island (Kaiju, the Isle of Dread)
68 Mountains of
Anubis 87
Shrouded Sea, The
106 Throne of Zeus
69 Mountains of
Madness 88 Skull Hills 107 Thrym’s Fortress
70 Murcia 89 Sorrvas 108 Thunder Island
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# Land / Region # Land / Region # Land / Region
109 Thunder
Mountains 116 Valympur 123
Xanadu Mountains
110 Thurlund 117 Varlund 124 Yeti
Mountains
111 Tigris Mountains 118 Western Wall
Mountains (Lantani Mountains)
125 Ysstraka
112 Titan Lake 119 White Death, The 126 Zendar
113 Troll Mountains 120 Winterwaste, The 127 Zhyatis
114 Ull’s Mountains 121 World’s Edge
Mountains
115 Shangri-La (The
Valley of Mysteries)
122 Wyrland
Colour Code Terrain Black Borders and Large Settlements
Blue Water
Brown Mountains
Circe, Large City, Large Town
Circle, Small Small Town, Village
Green, Dark Forest
Green, Light Grasslands and Plains
Grey Swamp
Orange Hills, Highlands, and Badlands
Purple Roads
Red Volcanism
White Fog, Ice, Snow, and Storm
Yellow Desert and Wasteland