Wednesday, May 21, 2025

White Tower - The Curse

The Lands of the White Tower are infected with a terrible Curse. Invisible, untraceable, transmitted from any thing living and dead, tilled into the land itself. The Curse causes things to grow strange and monstrous, mutinous against man, and irreparably wild. As the old spirits of nature establish their domain among the Cursed lands, so wanes the domain of man.

The deeper towards the Tower one delves, the worse the Curse gets. Certain objects and creatures carry it particularly well. Unseen it spreads between proximal things. The longer you spend around a Cursed person or thing, the more it spreads to you.

The Curse affects biologies differently. Contrary to rumor, though, it spreads at equal rate.

Biology

Stage 1 

(1-2 Units)

Stage 2

(3-6 Units)

Stage 3

(7-9 Units)

Stage 4

(10-29 Units)

Stage 5

(30-59 Units)

Stage 6

(60+ Units)

Human or Dragon

Nausea

Fatigue, Headache

Mutation

Greater Mutation

Zombification

Death

Elf

Fatigue

Drowsiness

Weakness, Frailty

Visible Aging

Infirm

Death

Dark Elf

Agitation

Vomiting

Bloodthirstiness

Hallucinations

Vampirism

Nosferatum

Dwarf

Muscle Stiffness

Loss of Smell

Loss of Hearing

Loss of Pain

Petrification

Death

Halfling

Thirst

Fever

Hunger

Unquenchable Hunger

Ghoulification

Ghastification

Orc

Dizziness

Vertigo

Weakness

Shrinking

Diminution

Disappearance

Tiefling

Temptation

Addiction

Withdrawal

Uncontrolled Hedonism

Fall to Vice

Super-Ego Death



HUMANS
Nausea, fatigue, headache, fever, then mutation. Extreme cases of mutation are rumored to have the subject's flesh melting like a candle, assimilating and melding with other creatures like The Thing, distributing their essence as they go and likewise taking it upon themselves.

ELVES
Fatigue, weakness, frailty, drowsiness, then visible aging.

Few have seen an old elf. They don't wear age gracefully like humans do. Elves magically aged, for this is the only way they can be aged, appear monstrous. Their features get sharper, more exaggerated. Heads elongate, chins narrow, ears extend. They seem more like insects than elves if too far gone.

DARK ELVES
The Curse gets in their blood and kills it. As the blood dies, they thirst for more. When it gets in the bones it files their teeth and nails. They hear the call of the wild, of bats and wolves that live in the cursed lands. The Sun, which merely blinded, now burns.

DWARVES
Stiffness, loss of smell, blindness, loss of sensation, then petrification.

It's rumored that somewhere within the gaze of the White Tower there lies a forest of statues - a lost hold of Dwarven kin lost to the Curse. Texts acquired from explorers into the forest revealed that they were fleeing some dark entity, and that the risks of the Curse were less than that of staying.

HALFLINGS
Thirst, fever, hunger, then the unquenchable hunger.

Ghouls are a blight upon the nearby lands. Immortal, ravenously hungry, and prone to seek out civilization, thereby spreading the Curse. Local sheriffs and constabularies are keen to address ghoul problems quickly, lest their influence spread.

ORCS
Dizziness, weakness, vertigo, then shrinking.

It would be comical, were it not so serious. Orcs shrink, like someone was slowly isometrically transforming them down. One of the greater mysteries of the curse, no doubt.

TIEFLINGS
Temptation, addiction, withdrawal, then the fall to vice.

The strangest of the Curses effects befalls the Tieflings, who suffer no physical maladies but exclusively illnesses of the mind. The Curse amplifies any presently-existing vices the Tiefling carries, cranking one or more of them into overdrive. Addictions become screaming, withdrawals become impossible to ignore, internal demons become proudly displayed. A fully fallen Tiefling becomes an Id-Creature, a slave to their fleeting desires and needs.

Thursday, May 15, 2025

Twilight City - Novan Law

These customary laws are kept by the Temple of November, where they reside in the written records and oral accounts of the forebearers. And no, you may not see them! If it is required, an excerpt may be requested of the temple priests, and they will go check it themselves. According to the priests, untrained eyes cannot be trusted to interpret law.




Table I: Trial Proceedings

- A plaintiff summons a defendant to court. If they will not go then the plaintiff must call a witness. Only then may force be given.

- If the defendant tries to run, the plaintiff will stop them.

- If the defendant is too old or sick to come to court, then the plaintiff must carry or drag them upon a stretcher, or otherwise arrange transportation upon the shoulders of a porter. Said porter need not be cushioned.

- When the parties are agreed on the subject of the matter, a judge shall announce it.

- If terms are not agreed, then the matter shall be put forth to the magistrate or proper assembly.

- If one party should flee during the proceedings, then the judge shall rule against them.

- No trial shall last longer than the judge can remain awake.

- The testimony or witness of birds is invalid.

Table II: Crimes Against Gods

- Defilers and expropriators of citizens' tombs shall be whipped and then burned alive, as sacrifice to Hydur.

- Matricides will be crushed by a giant boulder if they are of equestrian class. If lower, then they shall be thrown into a pool to be devoured by sea creatures, to appease Tiamat.

- Those found trespassing in sacred spaces will be scourged with a flail of bees. If they are a thief they shall be crucified and given to parasitic wasps to be eaten from within.

- Violators of the observations of sacred days will be tied to a stone for up to six weeks. [Note: stone weights may vary]

- Kin killers shall be crushed by a giant boulder.

- Poisoners shall be thrown into a pit of angry snakes and bees.

- It is forbidden to dedicate for consecrated use that of which ownership is a matter of controversy.

Table III: Crimes Against Individuals

- A matron who defrauds her client will be cursed.

- Whoever falls through their neighbor's roof or awnings, or becomes liable by producing ineffective load-bearing structure, should pay them 150 silver pieces.

- If one commits an outrage against another, they should pay them 50 silver pieces.

- One who lures away another's mushrooms shall be buried alive as sacrifice to Dolena.

- Whoever drops a tool or stone from a high place and kills someone below, and did not purposefully aim and hurl it, to atone shall offer a flagon of honey and a silk spider as peace offering.

- Whoever enchants another by evil incantation shall forfeit one third of their property to the victim.

- Should cultivated insects escape and steal another's crops, then the insects shall be forfeit, and the victim shall receive a flagon of honey.

- One whose bees nest in another's cattle shall pay the full price of the livestock, plus 1/3rd the produce of the hive.

Table IV: Rights

- The mother shall have the power of life and death over her children.

- If the mother attempts to sell her daughter into slavery three times, then she (the daughter) shall become free of her.

- A notably deformed child shall be given to the Sea.

- Slaves granted weapons for the purpose of war or defense shall become free immediately.

- Godchildren shall be free of the mother or of bondage if they enter service into a Temple.

Table V: Necromancy

- A dead person shall not be raised, or suffered to exist within the city, except during the Carnalia. [Note: Within the Pomerium]

- If a Novan citizen dies intestate and without direct heir, and the body has not been burned, the body shall be brought before the temple priestesses and given question.

- A dead person shall not be questioned within six weeks of their own funeral, or as long as mourners remain at their grave. [Note: 'Whichever comes sooner' implied]

- A house of a wraith or spirit shall not be kept within one twenty feet of another home. [Note: Within another house]

- The corpses of children shall not be raised if they have been named.

- Wasps shall not be given to a corpse which is to be burned.

- Undead given weapons for the purpose of war or defense shall be unbound of all contracts.

Table VI: Gods Against Gods

- If the priestesses of two orders shall come into conflict over the use of a forum, and in the absence of the Queen Surrogate, they shall flip a even-sided coin to determine the outcome.

- No meeting shall be held within the city during a Red Moon.

- One who claims a god by rite of Invocatio, upon verification and institution by the Conclave, shall come into effect as a noble House, with all privileges granted thereby.

- Gifts given to idols or temples will not be donated second-hand to other deities, nor given to sacrifice for other gods.

- Deconsecrated religious materials will be given to land, air, or sea in accordance with their proper protocol. No home or temple shall be built within 100 feet of such a well or burning place.

Wednesday, May 7, 2025

POMERIUM - Twilight City


© Sovrintendenza Capitolina ai Beni Culturali

POMERIUM

No weapons of war are allowed. No magic may be cast. Soldiers and Magistrates immediately and effectively resign their privileges upon entering. No farms, and no undead are allowed within. The heart of the city is watched by the ghosts of the ancestors, whose gravestones form its boundary. They watch, and they ward... They often miss concealed knives.

The Wall

The priestesses built The Wall around the Pomerium themselves. They blessed every stone and made all their gods present to witness their deeds. Strong stones taken from the deepest depths of the mountain, or trekked mile upon mile from fallen Glazz'gibrar, carried by hand in the darkness, to be the walls of the city's beating heart. They took the grave markers of their own ancestors to make this wall. They poured their blood and bits of their flesh into it, with countless precious livestock exsanguinated upon those stones. To the old Houses, The Wall is not simply a wall, it is The Wall. It's personal. It's their history. It's a reminder of their solidarity, of their eternal greatness. Their ancestors are buried in that wall. Their ashes mixed all together with the glue. The Wall holds the old Novan patrician class together like cement, reminding them of their inalienable truth: that we are Novan, and those outside are not.

The Wall is showing signs of weakness. The city is so much more than it was back in those days, when The Wall was all, and outside The Wall there were only bereft hinterlands and birdherds on the mountain. As the city expands year after year, The Wall slowly crumbles at the seams, like an old leather belt fraying under the weight of an excessive meal.

And with it goes the solidarity... A prophecy was made by the High Priestess Amantia as she gave her flesh to the stone: 

"When this Wall falls, the wolves will eat their own."

The prophecy was interpreted to mean that The Wall would last forever. That the impossible would need to happen. Like 'when pigs fly' or the like. It is common knowledge in November, after all, that wolves do not eat their own. The timber wolves of the Feyfjord lands, after all, do abhor cannibalism. They say so themselves. Nobody has heard of, much less seen such a thing.

But the wolves don't remember the hard times, before their covenants with the two-legged gods. Wolves will indeed eat their own when the bread runs out.


D1: The Great Forum

Where the Adamantine Stair meets the Amantian Way, and so divides the Pomerium into four quadrants, like the chambers of the heart, to the four Ruling Deities of the World and their temples: Hydur, Dolena, Manmanuk, and Tiamat.

A copy of the Calendar is displayed for all to view. Official pronouncements are made by loud-mouthed hawkers, standing elevated on barrels or makeshift stages. Sometimes they comically hang from ropes or chains from the ceiling, hoisted up with pulleys by sturdy freedmen so that the whole Forum can see and hear them. Folk call them 'String Puppets' mockingly. Hawking is not an honorable profession.

At any particular time, except on important holidays, there are 2d4 trials happening simultaneously throughout the Forum. It's extraordinarily loud, with every judge, juror, witness, and plaintiff all trying to be heard over the din. A booming voice is a necessary trait for a lawyer.

The Great Forum is cleared out frequently for festivals and triumphs by the priestesses of the Temple of November. Idols from the temples, paraded around the city, often enthrone here at the end of their journeys.


The Reservoir of Vatluna

The pure waters of the Keystone Temple flow out into a public reservoir haunted by the ghost of its architect, an Affjordian dwarf named Vatluna. The grave stone which is her spirit's home stands upon the water's edge. She is seen sometimes walking out on the water, as a shadowy mist, staring down at the reflected sky.


Temple of Jabber-Dal

Also called The Temple of Law, the Temple of Fjordan Hydur, and the Manxome House

So inscribed above the threshold:

Grasp the rope around my neck
Pull as hard as you can, you gods
Even all together, you cannot lift me
And tear me from this throne.

Hydur is the god of air and vengeance. And here he is also a god of law. His twin sons by Tiamat were parting blades. Their names are Jabber and Dal. Before this house the wronged wail curses for vengeance and capital crimes are punished.

The most common form of execution is defenestration, usually from the windows of the Temple onto the rocks below. More severe crimes often warrant death by crush - by rolling a giant boulder down a parabola containing the condemned.

The Bisecting Sword

Wielded throughout the ages by Blackguards and Paladins of legend alike, this profusely heavy horse-cutting-sword requires tremendous strength and skill to wield. However, its strikes never fail to cut its target in twain. Lower from upper, left from right, soul from body - those struck by the sword are always split in perfect halves. It's said that the sword was wielded by the first mythic hero of Elves to split night from day, man from woman, the land from the sea, and heaven from earth.

It is kept in the Manxome House, a sub-house of the temple complex. It is adorned with many mirrors, that from any point within one may see nearly the entire interior. There it is guarded by the Manxome Cult, whose members split their souls in twain. Each cult member carries two bodies: each holding half of their personality and memory. Most often, one is fearsome, hedonistic, and violent, while the other is demure, calm, and rational - like Hyde and Jekyll.

The Sword is kept with eleven identical false copies, each one bearing a Curse of Instant Death upon those who would manipulate or touch it. Only the High Priestess of the Manxome Cult knows which Sword is true, and she is split into a coy liar and a cryptic truth-teller.


The Keystone Temple

Also called The Temple of LegacyThe Temple of the Stone, the Reliquary of Dolena's Eye, or The Temple of Thought.

The forefront of the temple contains Dolena's Eye - a pool shallow at the edges but very deep at the center, like a spin top in profile. It contains the memories of Amantia, the Second Spider Queen, greatest of the old monarchs in works and in legacy. The pool is administered by the Seven Psyches - seven virgin boys possessed of strong psychic potential, selected by the seclusive Aquan Cult. The position brings great prestige to the House or family whose boy has been selected... provided their religious vows remain untarnished for their thirty-year term. Assaulting one of them is a death sentence, punishable by boulder-crushing.

Keystone of Kin

The Keystone of Kin was acquired from the sack of the Walled Forest of Kin, and preceding Evocation of their goddess of springs. It was said in legend that as long as the Keystone remained within the Forest its walls would forever repel invaders. This was evidently true.

It's said that the Keystone is a fragment of the Spring Goddess's mind. From it flows a crystal water containing the memories of the foundation of the world.

Water carries memories. One must know its language, Aquan, to read them. This secret is guarded jealously by the Aquan Cult, who maintain their monopoly on psychic powers by sensing and inducting young candidates into their order. (In practice, it is something like the X-Men if they all had the powers of Professor Xavier.)

The water lingering in underground aquifers is old and pure. It has travelled long and slow in its journey. The memories in these pools produce lucid thoughts, like watching a video of something happening.

The Halls of The Keystone Temple are long and twisting, full of Romanesque arches and somber refectory pools. Within the thoughts of visitors resound and echo with tumultuous noise. To not give way intention one's thoughts must be excessively shielded.

Its priests train themselves to completely silence their thoughts, acting purely on bodily instinct, that they may move throughout the Temple quietly. They drink directly from the spring, filling their minds with the music of eons past that it resonates in perfect clarity within the temple.

Historically, these priests were used as assassins against enemies of Glazz'gibrar. They trained to be empty vessels of death: instincts honed to impossible speed, never surrendering information to the enemy - quiet, invisible, and deadly as nerve gas. The elves called them the Deadly Silence, for entire Houses would quietly perish without so much as a peep. Sometimes undiscovered until the bodies were rotting and the smell began to bother neighbors.


Temple of Hell's Mill

Also called The Temple of Birth, The Temple of Tiamat, or The Temple of Matron's Make.

Sea serpents of stone enwrap the great columns, teeth bared wings spread. It's humid and hot, and at any given time there might be up to thirty women in labor within the antechamber. Tiamat, that deep sea thing, watches over them with shining eyes. The conductor-priestesses are excellent midwives. Ushering in new life is good training for the use of Hell's Mill.

Tiamat, dragon-goddess of ocean and disaster, from whom all are descended. To pray to her is to pray for mercy, to preempt catastrophe in little manageable portions to avoid greater turmoil down the road. It is tradition among the Novans for pregnant women to sacrifice to her once every trimester and once every month to ensure a safe birth and healthy offspring. Sacrifices among the noble Houses can be quite extravagant, particularly if it is a noblewoman's first child.

This practice led to the downfall of the monarchy. Facing the possibility of an infertile Spider Queen, the royal house kidnapped and sacrificed the noble sons of the equestrian Houses to assuage Tiamat's wrath and give the queen a child. Human sacrifice was no rare occurrence in Glazz'gibrar, but this crossed the line. The noble Houses could not abide such flagrant tyranny.

Hell's Mill

A modest-sized mill bequeathing to its users limitless oil, flour, and phosphorus. It takes the strength of six laborers to grind it. Pilfered from the Deep Dwarves, whose god gifted it to provide sustenance and comfort for their people.

The oil produced by the mill has many uses: cooking, lubrication, illumination. It burns bright and long, and effectively protects hair while giving it a beautiful luster. Foods cooked in it are delicious and filling. Even a cup of the flour, when cooked into a flatbread, is dense and high in sustenance, keeping a strong adult fed for a week. It is the panacea for armies on the march, and an ambrosia to the hungry. The phosphorus glows in the dark, and has numerous military, agricultural, and alchemical applications.

If it has so many good uses, then why is it called The Mill of Hell? Because all of these substances are extraordinarily flammable. In irresponsible hands it has been the cause of countless deaths, by flame, asphyxiation, or explosion. Legions of mill-turners and priests have perished in fires related to the Mill, not least because the grinding of the mill increases this risk all by itself. It is a greed trap: turn the mill too fast and it will spark, setting everything alight.

Thus, within the Temple of Hell's Mill there is the ever-present steady tempo of drum and pipe. To the somber beat everything is extracted with careful consideration by priest-laborers constantly skirting the line of maximum production and total annihilation. There are special roles within the Temple: the musicians whose ability to keep tempo, the Conductor-Priestess who commands the speed of all things, the strong men and women who grind the wheel, and those who guard against sabotage.

No flames are allowed within the Temple. It is a place of total darkness. To the drow this is not an inconvenience. It is, however, very cold. The Temple is guarded by large cultures of Brown Mold. Any flame brought into its dark passages will be swarmed and snuffed out by the icy fungi. The priests of the temple know which passages to traverse and which to avoid, and how to step among them without causing the Mold to attack. Infested skeletons patrol the halls, and there are many hidden pits and mold-seeking phosphorus traps.


Temple of Chaos

Also called The Temple of Rule, The Court, The Temple of Manmanuk, and The Senate Chambers.

Foreigners often find it ironic that the highest body of government of the republic frequently gathers under the auspices of Manmanuk, the Mad Dreaming God. From his idol's perch above the amphitheater do the senators, shrieking in their argumentative tongues, gathered in their silken crescent, ever seem the grin of chaos. From his seat it is not hard to reckon. Nor is it from any public attendee, who must instead listen upon the steps of the Temple, or out in the Forum where the enticed mob gathers, listening to the relayed echoes of rhetoric being shouted down the way.

The State is a living thing. It gestates in the womb of a city, dreaming the dream of Politics. All the gods and all the miniscule People dance upon the stage of its dream, arguing what is to be said and what is to be done, while King Manmanuk dozes in the front row, confused and inattentive. That is, until the Chorus cries out in unison, and the Mad King stirs. So the Senate floods into the din, like an irregular tide, shaping the chaos.

Aside from the initial call to order, there are no hard rules in the Senate. They can gather anywhere, go anywhere. (It may look awfully silly: some hundred-odd wealthy grandmas marching in a long train throughout the city, escorted by muscly lictors with the righteous authority to beat people up.) They conduct trials and investigations, giving question however they please. They can summon whoever they please. Whatever be the concern of the State, they can deal with it, personally. It must be personally. The further from the dream and the stage, the less power they have. 

If the Senate wants to arrest you, they will ultimately do it themselves. Though many of them are old, they should not be underestimated. Every one of them, after all, was a soldier. Every one of them was inducted in the Cult of the Moon and given the rites to abrogate their fear of battle. They may be old, but they're killers. Every. Single. One.