Friday, March 9, 2012

Dungeons of the Shadowend

  • Bone Castle: Few specifics are known about this necromantic edifice in the Bone Forest.  A few particularly foolhardy individuals claim to have entered the castle and met its skeletal lord, but to no particular end.  The relationship between Bone Castle and the Castle of the Stag is unclear, although everyone seems to feel one exists.
  • Broken Tower: An ancient ruin of the Dwarfmoors which marks the entrance to an underground labyrinth said to lead (though only after a great distance), to the dwarven greathall of Hearthhome.  Not a few adventuring parties have thought to quietly plunder the dwarves treasure (for surely they have much), and lost their lives beneath the Broken Tower searching for the elusive passage.
  • Castle of the Stag: Built by the elven lord Dualin in the Bone Forest (aka the Corpse-Wood), the Castle of the Stag fell into ruin after his death.
  • Deephalls:  Underlying the Hundred Kingdoms, Larenyss, and much of the Shadowend Forest, the Deephalls are less dungeon than enviroment.  The three regions of the Deephalls were once one, separated when the sidhe cracked the earth.  The hallmark of the Deephalls are the arrow-straight tunnels, eighty feet wide and forty feet high, that run for hundreds of miles beneath the earth.
  • Dungeon of Stones: A fallen gnomish winterhall, the Dungeon of Stones was overthrown by fell creatures ruled by an elemental earth power. No sign of that ruler is visible, but it's creations and bound minions still guard treasures from across the planes.  Located in the Turont Hills immediately north of the Eldewood, where the north branch of the Eldeflow emerges from underneath the earth.
  • Endless Dungeon: Once a wizard's retreat, the corridors and caverns of the Endless Dungeon shift, open, and close apparently at random, revealing pristine chambers or arcane workshops filled with enchanted items and magical lore.  The entrance is less easily found from inside, it's said.  The Endless Dungeon is marked by an empty tower, which sits at the southern tip of the High Hills, east of the ruins of Osar.
  • Greenbind Castle: This ancient overgrown keep in the Moonwood is rumored to still conceal at least one vault full of weapons enchanted against lycanthropes.
  • Hall of Roses: The remains of a bardic college; what is left is filled with riddles, tricks, and traps designed by the elves to test an aspirant's knowledge of faerilven lore and legend.  The fallen Hall of Roses sits north of the Hags Mere, under the shadow of Alorm Peak in the High Hills.
  • Hill of the Three Kings:  Actually three large barrow mounds, the Hill of the Three Kings are feared and avoided by all wise folk of the Shadowend.  The resting places of three brothers, the barrows each open once a year, one a night for three nights, and the hellish undead within ride forth for one night of terror and murder.  Many heros have tried to end the rampages of the three kings, but none have succeeded for more than a year.
  • Kaerzin Mus: Castle Mouse overlooks the River Yls near Barvanigar and is kept in good repair by the orcs and brigands of the area.  Tunnels and caverns in the bluff below Kaerzin Mus reportedly include passages below the river and possibly into Barvanigar itself, a serious threat to the security of the town.
  • Kaerzin Torn: Between the Gonenfall Forest and the Shrouded Peaks, Hill Castle was one of the anchors of Dorandin defense.  The fortress eventually fell to a monstrous horde of orcs, ogres, and giants, but none of Kaerzin Torn’s notable treasures or weapons have ever been recovered or even seen in the centuries since then. Much of the fortress was destroyed, but the central keep and curtain walls still stand.
  • Knighting Well: Of unknown origin; the Knights of the Oak (an order now largely extinct) utilized the outermost areas as a testing ground of a candidate's worthiness; legend says a great temptress makes her home here; undoubtedly she has accumulated much magical treasure over the centuries.  The Knighting Well lies in the flat forestland halfway between the Greenflow and the Eldewood.
  • Legionaire’s Tomb:  The fabled resting place of the first Amerite legion in the Hundred Kingdoms, the Legionaire’s Tomb is a much sought-after legend.
  • Measureless Maze:  This vast dungeon complex beneath the Shalanwode was excavated centuries ago by the archmage Kulan Unculear.
  • Temple of the Rats: A stronghold of the Rat Cult, the Temple has been razed and rebuilt more times than can be counted.  Rumor suggests the Cult is struggling to gain a foothold once more, and that they've stockpiled gold, gems, and jewels to fund their efforts.  Closest to Shalanholt and civilization, the Temple of Rats lies on the swampy shores of Hags Mere, where the ratmen may seek fell allies.
  • Undercity of Shalanholt:  Of unknown orign, the Undercity of Shalanholt was excavated from the bedrock beneath Shalanholt.  Streets, buildings, alleys, and fountains are all found in this abandoned settlement, all shaped to human size and fashion.  The archmage Kulan Uncùlear is sometimes found here.
  • Vanishing Dungeon: The stronghold of an evil cult dedicated to four dark deities, the Vanishing Dungeon manifests periodically on the Material Plane, disgorging evil when it does.
  • Volgabaern Warren: Once the gnome winterhall Cynwualf, now a goblin stronghold in the White Hills.
  • Well of Swords: The former stronghold of a powerful runesmith, who may have survived into undeath -- survivors report a great number of mechanical and magical traps, all in good repair.  They also recovered a great number of fine magical & masterwork weapons.  The Well of Swords lies due west of Shalanholt, just beyond the western tip of Hags Mere.

Unnamed or Undescribed Dungeons:

  • Chelaim Tower
  • Haunting Halls of the Herald-Lords
  • Keep of Wyrms
  • Silent Halls
  • Sinking Tower of Dremdolain
  • Tower Ain
  • Tower of Cthros March
  • Whispering Well
  • the great funerary maze of the archmage Isadollin, famous for her staff of power won from a great red wyrm.
  • a series of crypts used by the Autumn Kings, who ruled a small but rich kingdom for several centuries.
  • the final foul resting place of a high priest of Nevias, who terrorized the populace as a vampire after his first death, and whose malignant spirit was finally imprisoned by Biedon Houl, Clerist Arcanist of Ados, at the cost of his own life.
  • an ancient dwarven hold beneath Kiend Peak, in the High Hills, now the home of a powerful tribe of fire giants.

Wednesday, February 15, 2012

Shalanwode

The Shalanwode is a crossroads in the Shadowend, a thickly forested highland travelled regularly by orcs, goblins, giants, elves, and other creatures of the Shadowend and Utgard.  The Wiernaug tribesmen have their oldest settlements here, tiny hidden hamlets which have never fallen under the rule of any outside law or king.

Elves, goblins, and giants are also frequently found here, as the elves travel from the Winding Halls and points east to Shalaen and the Reachlands, and the goblins journey from the mountains of Sarn to the High Hills and Utgard.  Monstrous and dire animals of all kinds may be found in the Shalanwode and its environs, including dire wolves, boar, and elk, owlbears, and harrow hounds.

The Shalanwode was never cleared, and few dungeons or ruins of interest are known.  The natural inhabitants of the area discouraged many people from seeking refuge here, but a few powerful factions established strongholds before falling with the rest of the Woodmarches.  A splinter cult dedicated to Nevias, Ragavar, Urjin, and Kajalla founded several fortified temples in the Shalanwode before being eradicated four centuries ago; the most powerful of these temples is known as the Vanishing Dungeon, as it shifts to the Prime Material from a sealed demi-plane at widely spaced intervals.  Other dungeons include the Tower Ain, an ancient elven watchtower currently held by a faerilven archmage, and the Measureless Maze, a vast dungeon complex excavated beneath the Shalanwode by a powerful lich centuries ago.

Tuesday, December 8, 2009

Cleric role

here's a rough draft of the cleric role. My intent is to make roles largely "class-neutral": the character could be a warrior cleric, an adept cleric, or an expert cleric (not happy with expert as a class name), though there will be clear advantages. Adepts get poor attack bonus and 1d4+1 hp/level; experts get medium attack bonus and 1d4+2 hp; warriors get good attack bonus and 1d4+4 hp. Adepts get the best spellcasting abilities; other classes, if they take a spellcasting role (one with a spell list) get a bare-bones ability to cast spells. Obviously a number of things need to be fleshed out, including tweaks to turning undead (& channelling power in general) and exact spell lists.

Considering using James Mishler's cascading d6 for Turn Undead (aka channel power) http://jamesmishler.blogspot.com/2009/12/cascading-d6-system-for-bx-etc.html

First-tier, second-tier, and so refers to the first tier at which a character takes on this role. A character that starts off as a cleric would be an acolyte at 1st and 2nd level, a friar from 3rd-5th level, and so on, while a character that becomes a cleric later in life (a fighter gaining religion, for instance), would start the first tier at a higher level, perhaps 3rd, 6th, or 9th.

With races becoming roles, this means demihumans will always lag behind humans in general roles, and won't ever reach the fifth tier in anything but their racial role, without level limits or penalties.

Cleric
Clerics are holy warriors and scholars invested with divine power. They are more martial than most temple priests, and often undertake divine quests to defeat evil or chaos (or cause it!). They may wear light armor and wield blunt weapons.

First Tier: A first-tier cleric is known as an acolyte.
• Ascetic Life: Due to their regimented lifestyle, clerics gain +1 hit point each level they advance in the cleric role.
• Channel Power: Clerics can “Turn” the undead, making them flee from the Priest’s holiness (or, in the case of an evil Priest, bringing them to heel as servants and minions).
• Spells: Acolytes can learn the following spells:

Second Tier: A second-tier cleric is known as a friar, and expected to go out into the world to fight the enemies of her faith.
• Warrior-Priest: Friars gain a +1 bonus to damage with blunt weapons, and the ability to wear medium armor, thanks to their martial training.
• Spells: Friars can learn the following spells:

Third Tier: A third-tier cleric is known as a curate, and begins to take responsibility for the well-being of lesser clerics, as well as her religious faith.
• Power of Faith: Curates continue to increase their martial abilities, and gain a +1 bonus to hit with blunt weapons and the ability to carry a shield.
• Acolyte: The curate gains an acolyte student to assist her. Should the acolyte die, another will replace him the next time the curate gains a level. If too many acolytes die, or die under suspicious circumstances (ie, not in the cause of their faith), the cleric is likely to face investigation and repercussions.
• Spells: Curates can learn the following spells:

Fourth Tier: A fourth-tier cleric is known as a clerist. Clerists often lead a stronghold of their faith.
• Establish Stronghold: At the fourth tier, a cleric character may establish a stronghold and attract a body of loyal (or perhaps even fanatic) men-at-arms who will swear fealty to him.
• Staff: The clerist gains two acolyte assistants, and her former acolyte becomes a friar in her service.
• Spells: Clerists can learn the following spells:

Fifth Tier: A fifth-tier cleric is known as a high clerist, and typically is the head of, or embodies, her faith in the campaign world.
• Resurrection: A high clerist gains access to the resurrection ability. This ability acts as a raise dead spell, with the following differences: the person resurrected must be on good terms with the cleric’s faith, must have died since the cleric’s faith became established in the campaign world, and only be used once per month. The subject incurs no ill effects or penalties from the resurrection, but is expected to undertake a quest to benefit the high clerist’s faith at the earliest opportunity.

Darkwater RPG, take...three. Or four.

(reposted from a thread here http://www.swordsandwizardry.com/forum/viewtopic.php?f=15&t=2284&start=0 )

I've been mulling over "my" rpg for some time, and had a burst of thought (and mild inspiration) in the past few days. So, I'm just going to sketch out some ideas here.

To make one thing clear, though, I'm building on S&W as the core framework, but it's not intended as retro-clone in any shape or form. It's a S&W + 3e + True20 hybrid. Simplicity with choice.

Abilities: I'm really mixed here; need more thought. I'd like to swap Charisma for "Presence", which I think is clearer and more in line with my take on it, but is it worth the confusion?

Classes: Classes are broken up into "Classes" (or maybe Roles), and "Aspects" (or maybe Classes"). Classes are more or less mechanical: warrior, adept, expert. Or warrior, mystic, rogue. Classes are "what" a character does (hit things, cast spells, other); Aspects are "how" they do it. Elf would be an aspect, as would Fighter, Barbarian, Knight, Wizard, Cleric, Druid, and etc. As characters progress, they can take on new aspects, or develop existing ones, so an Elf could become an Elven Wizard by taking on the Wizard aspect, or a High Elf, by taking on the High Elf aspect. See levels & tiers below.

Races: Subsumed into aspects, so a first level elf would be an Elf, while a 1st level human would be a Fighter, or Wizard, or Thief, or whatever. The Elf could take Fighter at third level, but will always lag a little bit behind in Fighter abilities.

Levels & Tiers: This is my eureka moment; I realize it may be not all that exciting to many people, however. I'm going to squish the game into 10 or 12 levels. Characters will get a new aspect at first level, third level, sixth level, and ninth level. Possibly 12th, if I go that high. These match up to the tiers: Adventurer, Heroic, Champion, Legend, (Epic?). Aspects will get new abilities, or refine old ones, at higher levels; other aspects will only be possible at higher tiers: Archmage at Legend, for instance.

Multi-classing: not sure of this. Have to think about it. I could ditch multiclassing if aspects brought certain abilities with them, so a Wizard warrior had some ability to cast spells or use magic, albeit at a much lower level than a Wizard adept.

Spells: Higher level spells are going to get seriously sorted and cut. I'm going to try and squish the levels down, but not necessarily spell power. Wish is pretty much out. Spell lists will be linked to aspects, with a base of "common" spells, so an elven adept will get common + elf spells, while a (human) wizard adept gets common + wizard spells.

Saves: probably a single flat save with bonuses/adjustments.

Damage: damage by class rather than damage by weapon.

Experience: one chart. Or, possibly, no chart. Use whatever chart you fancy. Or maybe using Achievement points, a la Engines & Empires.

Thursday, November 26, 2009

Nostalgia

I came late to a civil (but crude) discussion on Circvs Maximvs (thus the crude) about older game editions, and the topic of nostalgia came up. I'm not claiming this is great literature, but I think it's worth reposting. I have no problem with nostalgia (quite the opposite; my thesis is likely to try and capture it), but the goal to which it is directed is inherently unachievable.

*****
Why is nostalgia seen as "bad"?

Because it has connotations (and more than connotations) of looking at the past with rose-colored glasses; eg arguing that "X" (in the past) is superior to "X" in the present while ignoring or discounting that "X" in the past involved large amounts of animal waste, infectious diseases, or the fact that 50% of the children born in Britain in 1823 died before their 21st birthday (that last courtesy of National Geographic & arguments for/against human evolution).

I'm alternately enthralled and horrified by how landscape architecture (which I'm studying for a masters degree) has become entangled with sociology and..."cultural studies", but it has reinforced the fact that everything we do is a product of our times, including nostalgia. Thus, I don't see OD&D as an "precursor" to 4e (though it is), but as two concurrent game systems that create two different styles of play.

*****

The thing is, you can't recreate the past. You can create something contemporary that draws inspiration from the past, but you can't copy it wholesale into now. The whole OSR is built on a) the OGL, b) the educated understanding of copyright the OGL engendered, and c) the online D&D community built, in large part, in reaction (positive or negative) to 3e and 4e. Our understanding of Gygax's core literary & genre inspirations has changed as we assimilate or reject Shannara, The Wheel of Time, The Black Company, and Harry Potter, not to mention movies & games.

I read a short story a number of years ago about a musical prodigy raised in isolation but constantly recorded, with his compositions made public, until someone managed to sneak him some recordings of past composers. His "benefactor" warned him not to tell anyone, but the "monitors" realized it anyways, as suddenly the prodigy's compositions lacked the (musical flourishes) he'd heard from Mozart & Bach. He'd gone from pure inspiration to artifice. D&D isn't quite on that level, but the sentiment is there. OSR nowadays reject ideas they may have embraced twenty years ago, because now "wizards must use wands" sounds like 4e or Harry Potter, and "using minis" is a 3e/4e-ism...never mind the fact that many people gamed with miniatures or something similar (I used a chalkboard during college) to provide a visual representation of the encounter area during play.

So, if you want to reject those things, that's fine...but don't pretend that's how "things really were", or that your game is "better" because it's "older".

Nostalgia is about a condition and a feeling -- you equate a sense of pleasure with a condition that existed in the past. You cannot, as outlined above, recreate the exact condition, so the goal is to/must be to recreate the feeling with current conditions..which likely utilize similar elements as in the past, and thus invoking both pleasurable feelings and memories of pleasurable feelings.

I'm all for that.

Wednesday, October 28, 2009

Knockspell #3

Knockspell #3 is out, and I have a few monsters in it, and an author bio mentioning this blog.

If you came here after reading that, I apologize for the lack of posts - grad school is kicking my ass. The regular irregular posting will resume around December, run through most of January, and then go quiet until sometime in May. If it's any consolation, trust me, it's not a voluntary vacation from RPGs. ;)

Sunday, October 11, 2009

Sammineth [3e]

Sammineth
+3/+1 eagle totem quarterstaff

Sammineth is a curved oak staff, just under six feet tall. The staff is engraved with images of eagles and feathers, and a magically hardened egg is bound to the head of the staff. The engravings are skillfully done, and depict a variety of eagles in flying, hunting, and perched. The base of the staff bears a worn iron cap shaped like a closed bird’s foot.

History: With the fall of the Amerite Empire and the final withdrawal of troops from the Shadowend, bandits, brigands, and worse came to the Hundred Kingdoms. Trade on the Great Road between Triumport and Blackgate  slowed to a trickle, and none of the towns along the route cared to patrol more than a few miles, at best, beyond their walls. Caravan guards were as likely to rob their charges as the brigands they were hired to fend off, and the rude keeps of bandit lords dotted the kingdoms and highlands like carrion crows on a battlefield.

Veraza dauh’Izolla was the daughter of an Amerite footsoldier and a Keirumark tribesman. Blessed with her mother’s rigid sense of duty and order, and her father’s intuitive bond with the land, she swore to drive the brigands out of the Keirumark Highlands. She united the Kierumark tribes behind her, and forged an alliance with the great eagles of the Highland peaks. Sammineth was a symbol of the bond between the tribes and the eagles.

When the Highlands were finally cleared, Veraza gave Sammineth to the eagles, and urged them to remember the alliances they had sworn. The eagles have acted as guardians and caretakers of the staff since then, gifting it to worthy druids and rangers who swear to protect the Highlands.

Properties (3e rules): +3 enhancement bonus to attack and damage / +1 enhancement bonus to attack and damage. Sammineth’s wielder can speak with animals three times per day as a druid of the equal level; gains a +3 circumstance bonus on all reaction rolls when dealing with eagles; and gains a +2 enhancement bonus to her Strength oncer per day. The bonus lasts a number of minutes equal to her level, and activating the bonus is a free action.

Wednesday, September 30, 2009

Dalerain VI: Guardian of the Dawn [3e]

ASHARA
The Oathtaker, Guardian of the Dawn, Promised Lady

Demi-power of the Dalerain
Major AoC: Honor, Oaths, Pacts, Dawn
Minor AoC: Hope, Promise of Better Things, Faith
Symbol: Rays of light coming over a horizon, a golden hind, a padlock with no keyhole, a golden handprint
Allies: Brigit, Kaduv, Madate
Enemies: Kajalla, Malis
Avatar: Wizard 20 / Cleric 5

Ashara takes the form of a half-elven female when she creates an avatar. She has dark brown hair and grey eyes, and she radiates an aura of respect and determination. The Promised Lady carries a magical staff called Leithendau, or Light in Darkness, the properties of which appear to be under her complete control. She sometimes leaves an imprint of her hand in gold as a sign; much time and energy has been devoted to unravelling the prophetic secrets of these divine relics.

Ashara is a youthful deity, only recently ascended to the ranks of the Dalerain. Her companions include Fistine, the only other prominent half-elven Dalerain, and Brigit, the Bright Lady of fire and poetry. She loathes the malicious falsehoods of Malis and Kajalla, and takes every opportunity she can to thwart the objectives of the two older divinities. She frequently involves herself with her priests, granting council, aid, and even intercession if necessary.

Ashara is worshipped by those hoping for improvements in their life, and good and honorable sorcerers, wizards, and bards, and her favor is sought by nearly everyone at one time or another. Her faithful trust that poor circumstances will get better, and those that keep faith and honor are rewarded. They are vigilant against the undead, holding that undeath is a promise of repose frustrated, and that to free the undead to pass on is one of the greatest gifts they can give.

True
Domains: Glory, Good, Law, Magic, Spells
Favored Weapon: Quarterstaff
Suggested Prestige Classes: Contemplative, Hunter of the Dead, Sacred Exorcist, Templar

Monday, August 24, 2009

Well, compiling my old writings has obviously taken a little more than a week. I'm up to 99 pages at the moment, and expect to add a few more (honestly. I'll be surprised if I hit 110...in this incarnation). I'm pretty well up-to-date on formatting and that sort of stuff, but the monsters still need some work (updating stat blocks, adding small bits of information that I was too lazy to do the first time around). Illustrations will probably wait for the next go-round with this manuscript.

Monday, August 3, 2009

The Smith's Wife

As it was told to me, so do I, Cheven os'Wend os'Kyulun, tell it to you. This paper is my tongue, this ink my voice. These facts were given to me by Scios Argentstone, called The Little, sage of the kingdom and scribe to Wesinol, King-in-Waiting of the noble realm of Thurinfel, Bulwark of the Misting Lands, the Jewel in the Horns.

In years long gone by, before the dragons were bent to the will of the gods and the giants fell, the Smith labored in the Underhalls of the Fortress of Tige, the citadel of the gods. In the expansive darkness, lit only by solitary torches and the flagrant illumination of the forge, he crafted wonders. The shield Culm was born in that echoing place, and it is said the thunder of that bulwark, that can send an army into retreat, is no more than the palest reflection of the sounds of the Smith at work.

The Smith had little patience for the vagaries and whims of other beings, and sought no company for himself. In solitude he labored, and in solitude lived his life. From time to time he bound demons or elementals to his service, but found the value of their assistance lessened with time, and the gratingly inflexible nature of their beings. Elementals shunned each other, and only those of fire and earth would willingly work the forge, but shunned the touch of water or the breath of the bellows. The daemonic servitors were even less successful; some shunned iron, others silver; on those occasions the Lord of the Forge had visitors the fiends were often unable to approach, or handle those instruments which the powers of weal had commissioned (indeed, it is rumored that the Chalice of Tears, that spiteful tool of chaos, was first corrupted by the errant touch of a fiend in the Underhalls, and it is for this reason it was so easily turned against the worshipers of the Gentle Goddess).

Likewise was the Smith dissatisfied in other matters. In his dreams, the restless and troubled creations of a sleeping god, he imagined a woman, one skilled in many arts, companion, helpmate, and lover in one. Long he considered this in his dreams, and then in his waking moments, until finally he took up hammer and tongs, and began to work.

She was cast from the purest silver and mithril, with diamonds for eyes and heart. She had knowledge of all the arts a woman should know, and those of the most skilled smiths as well. Her breath was frost and her skin no warmer than ice, and she took no notice of either heat or cold because of it. Her hair fell in platinum locks to her knees, and the Lord of Hammers wove her gowns and robes of gold and silver. She shone like the winter moon on a field of snow, and the darkness of the Underhalls was lessened.

It is not know how long she labored there, in the company of her husband and creator. She assisted Catil in all he did, and crafted great workings of her own; the Tapestry of Merlighol; Daishaironuoth, the enchanted jewel of the Fallen Kings of Throllier; and Iedain, the Crown of Songs, are all reputed to be creations of the Smith's Wife. She made no complaint to her lord that she never left the darkness of the Underhalls -- her own luminance was most familiar to her, though she had seen and was made most curious by the glimpses she had of starlight and sunlight that the Smith brought in for his work. She labored uncomplaining, satisfied to be in the company of her who had made her, and filled every need she had ever known.

The creation of the Smith's Sword was unknown to her; the God of Hammers had labored long and in solitude on that which he believed would bring him immortality greater than his undying life. Likewise was his punishment unknown to her; He Whose Name is Lost was cast from the Vale of Andÿn long before anyone thought to relate his passing to her, a construction of silver and mithril.

She sat without moving for many days after she was told, and then arose and left the darkness of the Underhalls of the Fortress of Tige. She left the forge unstoked, and the hammer where it lay, and entered into the sunlight. She traveled across the world, and saw the sun and the moon and the stars, and knew the feel of rain on her skin and sunlight on her brow. And where she traveled, she asked, until she heard of a man with no name, who knew not what he did or what he was, and she sought him out.

Tears of diamond fell from her eyes at the sight of her lord, and she rushed to him in pleasure, embracing him. But her heart turned inside her silver chest when his skin burned at her touch, for the Lord of the Dead had cursed the Lord of Smiths that his skin burned at the touch of metal, and there was no part of her that was not shaped from that substance. "I cannot touch you", he said to her. "Your skin is too cold, and it burns me," for he could not know what had been done to him, and she was colder than ice. And with these words she turned from him and left, for she knew she could bring no comfort to him.

The Smith's Wife sought the oldest wizards, and begged their council. "There is naught we can do", they said, after casting many spells over her. "The arts that have shaped you are far beyond our working." She sought out the priests and priestesses of Aeva, the Goddess of Life, and pleaded an audience with the wisest of them. "There is naught we can do", they said after much prayer. "You are no more alive than a coin of silver, and the arts to make you otherso are well beyond our ken." Finally, she sought out the deepest of the dwarfen folk, and bargained with them, gifting them with all the knowledge that was hers. "There is naught we will do," they said. "You have nothing left to bargain with. As you have given us knowledge, so shall we give the same to you. A heart of the purest gold will turn your skin to flesh and warm it with blood. A draught of the elixir of life will bring breath to your lips and motion to your limbs." This filled the Smith's Wife with despair, for she knew that she could never shape a heart to beat in her chest; only those who already know the beatings of such a thing could work such a wonder.

She withdrew unto herself, retreating to a desolate place to live apart from the living races she was no part of. In time the land around her grew cold as she was, and it was always winter. She received travelers with good cheer and willingness, but travelers were few and grew fewer as the frost retreated less before the summer. Now, the place of her dwelling is forgotten and her existence beyond the sphere of learning that most wise men inhabit. Only, perhaps, the dwarfen folk still pay her tidings, for it is from them that this tale is told, and it is from them that the greatest workings come in this age of pale miracles and withered wonders.

As it was told to me, so do I, Cheven os'Wend os'Kyulun, tell it to you. This paper is my tongue, this ink my voice. These facts were given to me by Scios Argentstone, called The Little, sage of the kingdom and scribe to Wesinol, King-in-Waiting of the noble realm of Thurinfel, Bulwark of the Misting Lands, the Jewel in the Horns. May the sun ever ride in the sky, and the moons ever follow. May the Lord of Words take notice of this tale and remember it.

ADOS PARENTI, SOVATUN ASSTINUM

C'W'K