Knethmoore Chantry.
By Aaron Kavli
Description:
On
the eastern edge of the Setha Heath, roughly 10 leagues west of Lerenil
keep lies one of the most ancient Fyvrian chantries on Harn. Maintained
by the Knethmoore family, this ancient chantry dates back to the time the
Sindar ruled Harn.
This
is a small chantry, run by Kela Knethmoore and has been held by the family
for over 24 generations. The original house has long faded to dust,
and the new home has been an ongoing project to develop the family art
and live in harmony with land.
The
chantry is a large two story house made of wood that seems to have been
grown to its current shape. It has an alien look, lacking any sharp
angles and appearing to be made of a single large piece of wood.
The appearance is not unlike a tree that has been grown into a hollow dome.
There is not one single piece of metal in the whole place, being disallowed
by long standing Knethmoore tradition. Certain small tools of stone
are used, but everything inside is of an organic material. Visitors
are not allowed to bring metal into the house and must leave it outside.
Complaints about rust and rot are met with a Knethmoore family saying:
"All things are of nature. Those that shape these things into toys
with no consideration of nature, weaken them. How strong are your
trappings that they cannot stand a drop of rain?" Fire is not allowed
in the house either, and all cooking is done with drop wood outside.
The Knethmoores have few personal possessions and they find those concerned
with owning trappings mildly amusing.
The
wood is covered by a supple, yet tough, bark on both the inside and outside
of the house. An extensive root system runs deep into the ground,
constantly feeding and regenerating the chantry's living walls. The
outside surfaces are covered with small leaves that serve the same function
as those of a tree. The entire house exudes an air of 'oneness with
nature'. There are no doors or shutters in the house. Thin,
fibrous membranes roll down from above opening when privacy or protection
from the elements are required. The house generates its own heat
in response to the weather. The heat is not great but is enough to
generally allow all the doorway and windows to remain open. Woodland
visitors are not uncommon and always act peacefully when at or in the house.
The
furnishings of the chantry share many of the traits of the house; they
are smooth and seem to be grown into the shape of furniture. The
furniture is part of the house, but can be moved with family spells where
it will again grow to be part of the house. The Knethmoore's are
also skilled artists, and the entire interior of the house is covered with
wood reliefs. However these reliefs are created by the same magic
used to form the house. Carving, cutting, or damaging the house in
any manner is considered sacrilege. To the Knethmoore's the house
is a living being; it is named Fagadwyn, meaning 'warm friend' in Sindarin.
The entire chantry is a +20 point sanctum.
The
prison is a small cavern of dirt and roots beneath Fagadwyn that can only
be accessed by someone with Sindar blood. When the 'door' is closed,
it appears as a seamless section of floor. The prison its self consisted
of a large crystal that accessed a pseudo universe where time moves slowly.
When Kay opened it, the effect was dispelled and now the crystal looks
like a 5' piece of perfect, smoked quartz.
The
lands around Fagadwyn have been planted with wild foods for foraging.
They are carefully managed so as not to deplete them, but the Knethmoore's
sometimes have trouble with the Pagaelin who will scavenge an area to its
roots if allowed. The Knethmoore's ever strive for a lifestyle like
the Sindar of their history, but still need gardens to supplement their
diets. These gardens are tended by Kay and other apprentices, and
have grown smaller as their foraging techniques have grown. But new
visitors and the occasional blight require the gardens to remain.
They are not strict vegetarians, and have no qualms about hunting game.
While excellent hunters, the Knethmoores prefer to live by gathering as
much as possible.
No
map has been provided as the chantry and surrounding lands are simple structures.
History:
The
Knethmoore's lineage dates back to the Jarin that served King Daelda when
the Sindar ruled Harn. The first Knethmoore was an Aenarin (half
elf), son
of a Jarin warrior and sindar woman, named Baeryean
who was a trusted servant of Daelda's successor, Aranath. Baeryean
was a skilled warrior and student of the Sindar ways of herblore, magic,
and alchemy.
After
the Battle of Sorrows, whence Daelda was slain and Aranath took the throne,
a group of the Sindar favored slaying every human on Harn. Led by
Gwydriel these sindar were full of hate and pressed
the matter. But Aranath saw the ill wisdom of such a course of action
and finally banished Gwydriel and gave
up rule of Harn.
Gwydriel
and hers fled to the corners of Harn, vowing to carry on the war.
She knew that her small band of Morsindar (dark elves) were no match for
the mass of human barbarians. They would have to come up with plans
that required guile and stealth.
One
scheme the morsindar would enact was the making of changelings; creatures
of human birth changed and twisted by their magic. Malrayas was one
of Gwydriel's supporters and powerful practitioner of elven magic.
Using his arcane lore, he made magicks and items to turn human children
into hateful beings bent on killing their kin. In an attempt to send
a message, Baeryean's own daughter would be the first kidnapped and changed.
Chasing
down Malrayas, Aranath and Baeryean found him and slew him and destroyed
his esoterica that no other could follow his evil workings. Aranath
moved to slay his servant's daughter, but Baeryean
pleaded with him. Against his better judgment, Aranath agreed.
"You have been a valued servant and good man. I will grant your boon. But I cannot allow such a creature to roam freely. I shall not slay her, but I shall instead imprison her. She shall live, but you will not know her. You will stay here and you and your descendants shall be charged with ensuring she does not leave her prison. I grant you this, though she would probably wish the release of death."
Knethmoore Philosophy and the Shek-Pvar:
The
Knethmoore's tend to follow a more Sindarin view of magic, but do accept
the laws and way of the Shek-Pvar, if only to avoid conflict. The
passive acceptance is about all they follow however. The Knethmoore
philosophy has little room for contrived ranking systems that put one man
above the other.
The
Knethmoores do accept apprentices, but their chantry is a relative unknown
in most P'varic circles. Those that do will learn a deeper understanding
of the Fyvrian convocation than they could elsewhere, but they will need
to make other arrangements if they wish to earn ranks in the Shek-Pvar.
The Knethmoores do not recognize any rank of the Shek-Pvar and refuse to
sign silly Viran petitions. Those few apprentices that do learn under
the Knethmoore philosophy though have mostly become unconcerned with such
titles themselves. Apprentices are allowed to stay as long as the
current master feels necessary, but is usually a term of 6 to 10 years.
When the Mavari (a term the Knethmoores don't use) are deemed ready, they
will find themselves deep in the wilderness and unable to find the chantry
regardless of any navigation ability. Part of the Knethmoore test
is that when an apprentice learns enough about his place in nature, he
will be able to find the chantry again and return. There is no prize
to be won by finding the way back to the chantry. It is simply a
gauge built into the Knethmoore learning's to help a student realize his
progress. Other Shek-Pvar tacitly acknowledge the Knethmoore's skills
and students are generally afforded the same respect as Satia-Mavari or
Shenava. The masters of the chantry, the few times they have visited
amongst other Shek-Pvar, are treated as Viran.
One
major consternation the Shek-Pvar have with the Knethmoores is their attitude
towards renegades. The Knethmoores do not believe in simply destroying
a man declared renegade. The few that they
have encountered over the centuries are always talked with first and given
protection while they consider their options. On three occasions
a Knethmoore has escorted a renegade back to his chantry under their protection,
even facing down members of the White Hand. No member in Knethmoore
chantry's history has ever gone renegade.
Knethmoore
learning tends to focus on understanding and living within nature's realm.
To them spells and magicks are mostly neat tricks that come from understanding
the element. True understanding comes from learning to live as part
of nature, not trying to bend it to one's will.
Some
try to live above nature, to be impassive observers, studying the element
as if they were masters of it. Instead the Knethmoore's accept that
no matter what they are part of the cycle and affect it by every action.
They
are aggressive pacifists. Killing anything out of turn disrupts the
delicate but sturdy cycles of Fyvria. Animals can be hunted for food,
predators can be fought off. This is the way of nature. But
to kill a man or creature or destroy flora with no cause or provocation
is anathema. To this end another of the skills developed by the Knethmoore's
is Shedwa Mayone, 'Way of the Attacking Roll'. Shedwas Mayone was
originally a Sindarin fighting technique that has been modified and taught
by the Knethmoores for generations. It stresses subduing and avoidance
and is designed to defeat a foe without killing or injuring them if possible.
It also helps prevent the user from being killed out of turn.
The
pursuits of Shedwa Mayone, along with hard work and living in nature help
keep the human body in its natural, physically fit form. The Knethmoore's
have little respect for lazy mages that let their bodies rot while they
pour over dusty tomes.
Religion:
The
Knethmoores follow a loose worship of Siem, mostly short rites and prayers
handed down through their extensive oral history. To them simply
carrying on the art Siem taught his children, who in turn taught them,
seems worship enough. While they have little use for most other gods
(though Peoni does appeal to them for obvious reasons), they don't restrict
any apprentices based on their faith. The Knethmoores don't teach
Siem's 'religion'. While are all faiths are welcome, prostelyzing
is highly frowned upon as it tends to lead to bickering and otherwise distract
students from their studies.
The Daily Routine:
The
Knethmoores have a long tradition and family line. They accept the
importance of common wisdom imparted by ancestors and honor them, but are
not overly proud. It just is, they are just who they are. As
such there is not the usual number of family traditions that can be found
in other households. They have some, but most have to do with learning
and with various skills and techniques. Most of their routine tends
to rotate around day to day concerns, but it is well known that a structured
schedule is often needed for a student to perform their best.
Sun
Up- All arise with the sun and go about preparing for breakfast.
Once finished, each will spend about two to three hours doing assigned
chores. Most of these tend to involve working the garden or gathering
food. Kela and Ash leave this work to the apprentices and themselves
usually have long conversations, some academic and some just talking about
the weather.
Morning
Studies- Once the chores are completed, the first lessons begin.
These usually involve walks in the wild as Kela or Ash lead the students
and teach about nature's cycles. Most such sessions end on a final
complex or trick question posed by the instructor. No one can return
for lunch until someone answers it correctly. The questions usually
have something to do with what has been taught that day, so it is rare
for them to actually miss lunch, though it does occasionally happen.
Lunch-
At high sun, everyone gathers for the noon day meal. Everyone chips
in to prepare the food and is considered the only appropriate time during
the work day to socialize.
Shedwa
Mayone- Each resident practices the family fighting style for
about two hours. Ash leads the exercises just outside the house come
rain or shine.
Studies-
Even the outdoors style of instruction needs a scholastic aspect.
All the students are gathered in the study and classes are held, usually
by Kela. It is here students learn the chantry's history, the mechanics
of casting, practicing those spells, and practice reading and writing.
This is usually done in four, 1 hour segments separated by short breaks.
Supper-
Everyone gathers for the evening meal. This signifies the end of
the work day and the students are expected to discuss among themselves
what they have learned. Kela and Ash simply listen and refuse to
answer questions, instead preferring to use the time to monitor their student's
progress. Final chores are finished and everyone pitches in to clean
up the chantry.
Respite-
After supper, each student is allowed to do as they please. As no
fire is allowed in Fagadwyn, most students will relax in or around the
house then retire. The Knethmoores set no curfew, but everyone is
still expected to be up and alert come the sun.
The
above is the schedule for seven days a week. The last three days
of each week entail catching up on various chores including gathering,
planting, and gardening. The rest of the time is left up to the students,
who are expected to spend what time they can going over their lessons and
practicing their arts. Both Kela and Ash are available for individual
study sessions and Ash does Shedwa Mayone practice at the same time every
day so those who wish may join him on their free days as well. The
last day of every week, Kela disappears for the entire day, off exploring
the heath.
Residents of the Chantry:
NPC
stats (for CORPS)
Despite
the chantry's remote location and peaceful lifestyle, the residents are
quite a motley crew. Recent additions and revelations have made life
around the normally peaceful estate quite colorful and dynamic.
The
Knethmoores have Sindar blood in them and it can still come out strongly
in certain generations. While the strength of the Sindar traits vary,
the Knethmoores have always been gifted with high Auras and longevity.
Each
member of the family learn their family history in the form of a poetic,
oral saga. Several of the stories are worked into the reliefs in
the house's walls as well. They know that elven blood is in their
veins, but certain secrets (such as the true nature of the prison) and
the full range of abilities is known only to the chantry elder.
Kela
Knethmoore is the current mistress of the chantry and the elder
Knethmoore. She is Ash's mother, and Kay's grandmother. While
she looks no more than sixty, Kela is actually 168 years old. She
answers all queries to her age in the vaguest manner possible. Kela
is a gentle woman with kind eyes that smile with hidden wisdom. She
fosters an illusion of being a weak, helpless, old woman but is actually
quite fit and healthy; and dangerous if need
be.
Kela
is a Fyvrian mage of great power, but she casts very few spells and those
that she does are usually unseen. She is also a skilled herbalist
and healer, preferring to use natural remedies over magic. The one
spell she does use fairly often is Agadi's Hunter, a shape shifting spell
she uses to prowl the heath for prey and to keep an eye on the Pagaelin.
She
realizes that Kay has very strong Sindar traits and is soon to begin training
him to unleash his powerful psionics. Kela has high hopes for her
grandson, and is soon getting ready to send him into the world in the manner
of other students.
Ash
Knethmoore is Kay's father and a Fyvrian master. He is a
lithe man with a wild appearance gained from spending much time in the
wilderness. Ash is
an expert hunter and gatherer, and often creeps
through the wilderness unseen.
He
is wise and kind man, though a bit gruff in manner as he spends relatively
little time learning social graces. Though a skilled mage, Ash has
little desire to become the chantry's master. He feels his mother
will out live him anyway. Ash is 96 years old and looks a bit older
than Kela.
Ash
travels to Lerenil more than any others and is utterly fascinated by people
and how they interact. As such he has been spending more and more
time
at home watching the recent sexual tensions,
quibbling, and competition between the women of the chantry and his son.
Ash has four other sons, each from a different mother (who are short lived
compared to the Knethmoores). They are Gab (age 49), Din (37), Pon
(31), and Aan (26), and each are off living in the world. Gab has
returned once, but has decided to explore the world more and is in places
unknown.
Ash
has taken on the duties of teaching wilderness skills and the family's
martial art form.
Kay
Knethmoore is Ash's youngest son at 16 years old. He is the
most naturally gifted Knethmoore in the last three centuries, and possibly
of all. His aura is unnaturally high and he shares many strong Sindarin
traits from his Aenarin blood. Kay is a kind, shy, and unassuming
young man. His skills and power are growing and when he is fully
trained, Kela feels he will be the most powerful master of Knethmoore chantry
in its history.
That
is assuming his studies get back to normal. Over the last several
months Kay has earned the attention of several beautiful, exotic, and overbearing
women. Kay is a very attractive boy, his ethereal and delicate features
a gift from his Sindar ancestors. This coupled with his compassionate
and caring nature and pleasing personality have made him the attention
of all the female residents.
This
attention has greatly disturbed Kay. He cares for each of the women,
but their constant fighting and pressures to make a choice has made it
hard for Kay to concentrate. More than once the brewing female storms
have driven him running off into the wild to hide.
Lemur
of Warrington is one of the Knethmoore's apprentices. He
was an urchin of the streets of Lerenil, and Ash took the starving boy
home with him. Lemur would turn out to be a hard worker and an apt
student. Kay and Lemur have grown up together the last ten years
(Lemur is also 16) and have grown very close.
Lately
Lemur's relationship with Kay has become strained. Lemur has become
very jealous of his friend's blooming powers and the attention poured on
him by the ladies, who ignore the far less comely boy. Not wishing
to cause his friend pain or let his feelings rancor in himself, he shared
his feelings with Kela. Kela warmly told him:
"Do you hate a bear for its strength? Or a hawk who can take to wing?
You look to him and think, 'Why can I not do thusly?'. But your young
eyes do not see that he is not like you. He is the bear, he is the
hawk. I know your heart well in this, for I too ask why. Kay
will one day further the art so as to look back on my most powerful skills
as fond children's rhymes; cute and amusing."
Lemur
has taken this to heart and tries not to burden his friend further, but
sometimes snaps at Kay.
Namiri
is the first changeling of the Morsindar, the daughter of Baeryean.
Six months ago Kay made his way to the cavern beneath the chantry, sneaking
down to see the forbidden prison of ancient history. The boy's latent
psionics and strong Sindarin traits caused the prison to open, accidentally
triggered by Kay.
Namiri's
first reaction was a flood of anger and fear, both instilled in her by
the Morsindar magic. She immediately attacked using powerful psionic
abilities, also a side affect of the dark elves. After a long chase
through the woods and a fair share of mayhem and destruction, Kela and
Ash were finally able to subdue the girl.
They
knew who she was, and the danger she posed. But no one was willing
to kill her and the prison had lost its enchantment. They decided
to give their
ancestor the chance to change her ways and live
with them.
Namiri's
time spent in the prison is a haze. It was designed to blur the passage
of time to prevent her from suffering unduly. Namiri remembers little
of her life before Malrayas twisted her. What she does remember is
the hatred ingrained in her, and the urge to kill all humans.
The
magic done to her changed Namiri in a way Malrayas did not expect as it
interacted with her Sindar blood. It made her very powerful, something
not
human, sindar, or aenarin, but something else.
Namiri's psionic powers are incredible, if a bit destructive. Should
Kela decide Namiri is to be taught, the Morsindar 'child' will be very
powerful.
The
Knelthmoores have allowed her to stay, giving the dark child time to heal
herself. Namiri is constantly torn between the need to flee, kill,
and accept the family. One reason she yet stays is Kay, whom she
has fallen deeply, and often obsessively, in love with. His kind
and forgiving nature gives her hope she will indeed one day be accepted.
Namiri
has a devil-may-care attitude in most things, and is often quite selfish
except when it comes to Kay. She dotes on Kay's every need and whim
and
often overwhelms him by being too helpful, or
suggestive. Namiri is secretly quite sensitive however and is easily
hurt emotionally. This is most often is expressed by her boiling
temper, which she actively (if often unsuccessfully) tries to control to
impress Kay or the other Knethmoore's. She also struggles with flashes
of memory about her loving father, and if given plenty of time and forgiveness,
Namiri's kind self will probably eventually show through.
Namiri
seldom spares the effort to control her temper when Kay is not present,
especially when its directed at the other women competing for Kay's affection.
She dislikes Geonlia as a pompous frog and main threat to her relationship
with Kay, finds Clayn to be too whiny, and is after all a human.
The others she simply dislikes for their competition, though she holds
a grudging respect for Catareina for her martial prowess. She can
be quite friendly to males (with whom she often flirts) and females that
pose no threat to her desires, but is usually apathetic to most people.
Her petite figure, and beautiful, dark features give her the appearance
of a woman in her late teens. Namiri shares the Sindarin grace and
beauty, mixed with a goodly amount of animal magnetism and mystery.
She has a warrior spirit and has no qualms with using violence. Her
temper sometimes brings out her powerful psionics, which she is still learning
to control. Kela and Ash are concerned just how powerful she may
become.
Geonlia
is the granddaughter of King Aranath of Evael. As soon as Namiri
was released from her prison, King Aranath knew. He sent his granddaughter
to investigate and report, and to kill Namiri if need be. She is
there under the guise of a student, but neither Kela or Ash have fallen
for the story. They know she is Sindarin, and suspect why she is
there. Neither has let on that they know.
To
everyone else Geonlia is the daughter of minor noble from Kanday, she looks
human and will not let on that she is anything but. She suspects
the elder Knethmoores know her secret, but she still plays the part of
a student.
Geonlia
owns a small jewel that allows her to speak to Aranath, but has yet to
contact him. She too has fallen in love with Kay. Geonlia has
a great dislike of Namiri, and is even apprehensive about the other Knethmoores.
In their oral history, Baeryean Knethmoore is linked closely to the birth
of the Morsindarin.
Geonlia
deems Namiri a threat. While she has reserved her final judgment
(partly because she knows its clouded by jealousy), Geonlia feels Namiri
should be destroyed. One major reason she does not is that it would
distance her from Kay, who would be angry if Namiri should come to harm.
Another is that it would be dangerous; Namiri is no helpless child.
Aranath's
granddaughter is a skilled mage as are many Sindar, but the Knethmoore's
understanding and teachings of the element impresses her greatly.
While young for a Sindar, at only 1300 years, she is skilled in several
areas including combat.
Geonlia
is a serious minded and proper member of the Sindar royal family.
Her personality is very reserved except for two instances: Namiri tends
to make her angry and jealous, Kay tends to make her tongue tied.
Lady
Clayn Legith is niece of Baron Salagys Legith of Lerenil.
For most of her childhood she has experienced dreams that would come true,
she would see
visions, speak to spirits, and was generally
considered an odd little girl. As she grew her abilities did not
change and it troubled her and her uncle. She had unfortunately gained
the reputation of being cursed, or even a witch by some. It became
harder and harder for her uncle to find a suitor.
One
day walking through the town of Lerenil, Clayn saw Ash and Kay walking.
She recognized them from one of her dreams, having actually dreamed of
falling in love with Kay. Asking about as to who they were, she discovered
what little was known by the town, which was little.
Clayn,
having no hope of marriage and being bothered by the worries she was causing
her uncle, decided to run away and follow them. While Ash knew they
were being followed, he was interested by her
actions and allowed her to follow.
Clayn
was allowed to stay to help her deal with and understand her odd powers
of divination. As her dream foretold, she too fell in love with Kay.
The
young lady is a master of manipulation. Clayn is not malign with
her actions, but she has no qualms about making someone feel guilty enough
to give in to her wishes with a furtive sigh or short burst of tears.
Kay is very susceptible to this, and seems to be the only one unable to
see what she's doing. Her manipulations have made her rather unpopular
by the other women, but she is a good person at heart and is working hard
to understand her powers. The Baron has been searching for Clayn
since her departure and believes she has been kidnapped. Clayn is
wary of strangers who may be looking for her to take her back.
Clayn
is a fiery headed beauty with all the graces, but not the arrogance, of
a young noble. She has a pleasant personality but can go into fits
of somber reflection and is prone to bouts of self pity concerning her
abilities.
Catareina
of Bolan is the lady in waiting and servant to Clayn. Also
a close friend, while Clayn followed Ash, she herself was followed.
Cat, as she is usually called, secretly watched Clayn prepare to leave.
She didn't know where her mistress was running away too, but knew she couldn't
leave Clayn to the dangers of the wild.
Cat
has no magical gifts and earns her stay by working in the fields and around
the house. She learned how to fight from her older brothers, and
has increased her skills by learning Shedwa Mayone from Ash. Cat
has always been a spitfire, and fancies herself Clayn's personal guard.
She has the ability with her staff, and now her fists, to defend her mistress.
She is becoming very skilled with the Shedwa Mayone form.
While
loyal to Clayn and not wishing to hurt her, Cat has also fallen in love
with Kay. She tends to try to bully Kay, using her age and outgoing
personality to intimidate him into showing her affection. While she
subdues her flirtations in Clayn's presence, the two have been known to
fight over him.
Ganamaka
is a Pagaelin woman that has run away after being traded for the fifth
time. Pagaelin treat their women no better than chattel and women
have no rights or consideration in their society. Kela found her
wandering near the chantry and took her in to feed and cloth her.
Ganamaka
has become a close friend to the Knethmoores and continues to live there.
She still does not speak their language, but can follow simple requests
and is a skilled gatherer and has learned how to help keep up the crops
and gardens from Kay.
Like
the others, Ganamaka has fallen for Kay. But her Pagaelin upbringing
as a submissive piece of property and her language barrier has kept her
true feelings hidden. Ganama has bright, blonde hair and usually
wears little more than revealing hides.
Madrun
of Tadani is a visiting Shenava who has become frustrated with
the limits of the P'varian methods. At one time she considered going
renegade to pursue her arts but was understandably reluctant to do so.
While speaking to a Viran she uncovered a few hints of the Knethmoores,
known to follow a different path to enlightenment.
After years of searching, she finally found the chantry and has been allowed
to study there. Kela was impressed with Madrun's attitudes and ideas
that paralleled her own and decided she deserved a worthy teacher.
Madrun
is a studious and serious woman of 24. She keeps mostly to herself
and hangs on every word of Kela and Ash. She has also come to find
Kay very attractive, but has managed to keep her studies her priority.
Madrun usually manages to keep herself above the constant schemes and fights
for Kay's attention, but would probably jump at the opportunity to be with
Kay if it didn't interfere with her studies.
Bafan
of Alian is the most recent addition to the chantry, having come
to apprentice last month. He is a witty and fun loving man who likes
to socialize with the other residents, almost to the detriment of his studies.
Bafan is a smallish man with light features.
Bafan
is actually a Navehan priest of the Cult of Aedlad the Imprisoned, sent
from the 'Auger Lodge' just west of Knethmoore chantry. He has been
sent to infiltrate the chantry and await further orders. When Kela
confronted (see Navehans below) a Navehan she found on the heath, they
immediately saw the family as a threat. Kela knows the man's true
identity however, she has been to the Auger several times in animal form
and recognizes him. She lets him stay in hopes the Navehans will
decide the chantry is no threat. The others don't know about his
true identity, but Clayn has had odd dreams about him and distrusts him.
Bafan
is to take no action without orders, but is a Navehan fanatic and will
kill them without qualm. He is just starting to realize that the
family has ties back to the time of Daelda's birth, and believes Namiri
may be able to help them.
Abrean
is one of Aranath's rangers, sent with Geonlia to protect her and help
kill Namiri if need be. Both Sindarin rangers maintain human disguises
as servants and guards for Geonlia. He is one of Aranath's eldest
warriors, being at the Battle of Sorrows and helped destroy Malrayas.
Abrean was present when Namiri was placed in the prison.
He
is a morose and introspective man, and spends much of time lately considering
how proper it would be to kill Namiri. Abrean's clear memory of the
time has faded, and he wonders if his actions long ago were correct.
He feels sorry for the girl while despising her for being a Morsindar creature.
Both
Abrean and Noaorwhen spend most of their time sleeping in the nearby wilderness,
usually within earshot of their charge. Both are totally loyal to
Geonlia, and will follow her orders without question.
Noaorwhen
is also one of Aranath's rangers, but is only two centuries old.
He is considered rather immature for an elf, and will openly break into
loud song and act rashly (by Sindarin standards).
Noaorwhen
has, despite his efforts, become quite enamored with Namiri, the creature
he has been sent to possibly kill. Her rash attitude and temper are
things he enjoys about her, and he feels it is not her fault for what she
is. He is utterly loyal to Geolia, but is unsure he would be able
to kill Namiri if called to do so. The only time Noaorwhen is not
singing and cheerful is when he considers killing Namiri. The way
she and Geonlia fight, he is becoming convinced of the eventuality of that
order. This sends him into a deep, dark depression which he will
not discuss with anyone.
The Pagaelin:
Knethmoore
chantry lies well within lands claimed by the Pagaelin tribes. The
Pagaelin are a cruel and violent people, but they tend to leave the Knethmoores
alone.
By
necessity the Knethmoore's have had to learn to live with the Pagaelin,
who are relatively new compared to the chantry. The Pagaelin know
Kela as 'Medritha', the great healing woman. Healing arts are the
only thing the Pagaelin respect about women, which they treat as nothing
more than chattel. Kela and the Knethmoore family have always freely
treated Pagaelin that come to them with illness or wounds, and help them
with finding food. The Pagaelin have always left the residents of
the chantry alone for this reason, and their fear of the powers there.
Despite being told not to, the Pagaelin sometimes bring game and gifts
to the chantry.
From
time to time a Knethmoore will remind them just how powerful they can be.
Rumors of their ability to change shape and stalk the heath have also linked
the Knethmoore's to the Walker on the Heath in the minds of the Pagaelin,
the new religion the Aedlad Navehans have fostered.
The Navehans:
The
presence of the Navehans and their effect on the Pagaelin have Kela greatly
disturbed. Their influence on the tribes are seriously throwing the
natural cycle of the heath askew. Kela knows the Augers true nature,
having discovered who the "merchants" are.
Kela
has observed the Navehans while in animal form and know something of what
they've been doing to the Pagaelin, though they she doesn't know about
their goals concerning Aedlad or their efforts
at Bejist. Their activities concern her on several levels.
For one, the Knethmoore ancient lore recalls the fate of Daelda and while
not fully detailed it does hint at the dark magicks of Naveh that summoned
Aedlad (not to mention the normal aversion to the god of murder).
Second, Kela knows the danger of the drugs and herbs the Navehan are using
on the Pagaelin in their augur feats. Finally Kela fears what the
effects on the land will be if the Navehans gain control over too many
Pagaelin tribes.
Kela
confronted one of the Navehan priests some months ago, expressing her concerns
at their actions. The priests initial response was to try to kill
her. Kela easily subdued him, and tried to reason with him.
Since that time the Navehans have had the chantry under constant surveillance
(when not being chased off by the Sindarin rangers), and as more and more
interesting visitors began showing up it was decided that they needed to
know more. That was when Bafan was sent in.
The
Navehans have not fully decided what to do about the Knethmoores.
They know the Pagaelin respect and fear them and, despite all efforts by
the priests, mutter they are children of the Walker. For this reason
the Navehans are unsure if the tribesmen could be pressed into wiping them
out. The priests also realize the chantry residents are powerful
and taking them on personally could be disastrous. They now simply
wait for reports from Bafan and argue amongst themselves as to what to
do next.
The Morsindar:
The
Morsindar
are rare and widely spread across Harn. But they too have sensed
their first changeling reawakening. The dark elves were never quite
sure of the true fate of Malrayas or his works, only that he had been stopped.
When no further word was heard from him, it was rightly assumed he had
been killed.
But
the Morsindar have close links to their changelings, and it is very strong
with Namiri, the first and most powerful of them all. Gwydriel, from her
hidden shadows, has sent one of her most powerful servants to examine what
has happened. Using her arcane arts, Gwydriel has divined the location
of Namiri. Ancient Knethmoore wards have prevented her from gleaning
any more information.
Shawaan
is an ancient Morsindar, and was once a member of the Sindar council before
joining Gwydriel. She is a powerful mage and deadly fighter, and
utterly hates all humans. The dark insanity common to the Morsindar
manifests its self in Shawaan as fits of uncontrollable and violent rage.
She will quench her rage on any nearby humans if possible.
Shawaan
has been dispatched to investigate and retrieve Namiri if she can.
The Morsindar will sneak about and observe the chantry, scouting the situation.
Shawaan will use her lore and psionic abilities to subtly Namiri by bringing
out feelings of hatred and fear of humans, sending dreams involving the
glory of the dark elves, and invoking the feelings forced on her when she
was changed. If Shawaan cannot get Namiri back, she will kill her.
Agawan
and Tenumar are two changelings that have accompanied Shawaan
on her mission. They are child sized with very fae features and are
almost totally
impossible to detect when they are using stealth.
They lack the strength or magical abilities to make them dangerous combatants,
but they share the Morsindar hatred of humans and are malicious and evil.
Their threat lies in their stealth where they can sneak in and do mischief,
from stealing things, defecating on valuables, to being the dagger in the
dark. These two 'men' are totally loyal to Shawaan and will follow
her orders to death if need be.
Adventures:
Notes
on Adventures.
This
setting has an almost limitless supply of possible adventures and role-playing
opprotunities. The strength of the setting is its array of mysterious,
powerful characters and the tensions revolving around Kay and the women.
Whether playing the characters as PC's, running PC's as other members or
apprentices of the chantry, or just making Knethmoore chantry a temporary
stop off, the setting lends its self to several fun situations. A
long term campaign surrounding the chantry should allow plenty of time
for the NPC's to develop and allow the PC's to develop their relationships
with them. A GM might even decide its one of the PC's the women are
all after!
The
main flavor I had in mind when making this was humor, a romantic comedy
if you will, brought about by poor Kay being assaulted by the sexual tensions
of several powerful women. Several story lines can be inspired by
numerous sit-coms (romantic or otherwise). Those familiar with Tenchi
will
see obvious similarities. The women will constantly bicker and argue,
trying to embarrass or otherwise get one up on the others. The women
may try to distract other women by using the other PC's, and any female
PC's may themselves succumb to Kay's innocent charm. Both Kela and
Ash try to be impartial (if slightly amused) observers and both are wise
and demanding teachers.
This
is really designed as role-playing setting, or at least I've tried to make
it such. The restrictions on metal (meaning most weapons and armor)
were not contrived to try to force non-violent role-playing. I just
started writing and as my concept of Knethmoore chantry grew, it seemed
to fit. It can actually help though, in that regard.
Conflicts
with the Pagaelin, Navehans, and Morsindar are possible adventure hooks
for good dramatic breaks and can be developed as the main story for those
more bent on the adventurous side of life. One could even start Namiri
in her prison, and have one of the PC's be with Kay when he accidentally
finds and releases her.
But
as always how a GM presents any information is best modified and molded
to their particular campaign. I believe Knethmoore chantry and its
inhabitants have enough flexibility and circumstance to be easily fit into
any type of campaign. I also feel this would be an excellent place
to develop a PC Shek-Pvar, as a young apprentice or a visiting Satia-Mavari.
The Girls.
The
bickering and infighting between the women of the chantry is constant,
and feathers often get ruffled. Kay gets embarrassed easily and is
angered when he feels the women have gone too far in their mischief to
each other. Each of the women will plot against the others.
It could be to try to push one of the other women onto a PC or other male,
make another look foolish during a lesson, or going out of their way to
do something for Kay that is better than the previous girls. Their
feelings will get hurt and relationships will need to be smoothed over.
The women do not hate each other as such, but become unreasonably competitive
where Kay is concerned.
Rumor
and slander would play a very important part of this, but none of the Knethmoores
will put up with it and it makes Kay very angry when one of the
women speaks badly about another to him.
Not wanting to make Kay angry, the women have pretty much given up gossiping
and slandering in front of Kay; but
they have no such restraint when speaking to
the other women (or PC's) though.
The
possibilities are endless and the NPCs should have adequate personality
descriptions to play how they might react in various situations.
One
major past time of the women is to hunt down Kay in the wilderness after
he runs away from the chaos brewed by the women. He is a capable
lad, but
he could run foul of any number of things including
beasts, Pagaelin, Navehan priests, the Morsindar, a group of bounty hunters
or the Baron's men looking for Clayn or a number of other dangers.
The Cult of Aedlad the Imprisoned.
The
Navehans have yet to decide what to do about the chantry. Kela has
made it obvious she disapproves of what they are doing. She is powerful
and the
Navehans view her as a threat. They might
try to kill the chantry residents or chase them off somehow.
As
he learns more about her, Bafan will begin to believe that Namiri can help
the cultists free Aedlad. He could try to trick her into an ambush
where she would be captured and taken to Bejist to help in the search.
Kay would of course insist that she be rescued.
The
cult's activities at Bejist could also be found out in another manner (spying
on Bafan or one of the Augers perhaps). If discovered, Geonlia will
insist on moving to stop them. Kela or Ash may decide that its time
to try to free Daelda, if they learn the full story.
Another
possibility is that the Knethmoores go to war with the cult, deciding its
time to convince the Pagaelin the Navehans are using them, or simply going
around and 'returning them to natures embrace'. Given the Knethmoore's
peaceful philosophy, they would probably destroy the augur lodges and try
to pacify or drive of the Navehans. They are fanatical however, and
the Knethmoores will soon realize the priests will need to be destroyed.
The Pagaelin.
The
Pagaelin have left the Knethmoores alone and have treated them with respect.
This may change though if the Navehans can convince them to destroy the
chantry for them. The Navehans can try to convince the tribesman
that the Knethmoores are insulting the Walker, or seek to cause the Walker
on the Heath to be angry with the Pagaelin.
Conversely
the Knethmoores may try to defeat the Navehans by convincing the Pagaelin
the Walker is a lie and that the Navehans seek to destroy or control the
Navehans. The Pagaelin are quick to recognize a powerful person,
so the Kela or Ash or someone else may be forced to use their magic to
cower the barbarians. A bloody tribal war could break out between
factions.
The Morsindar.
Shawaan
has not yet reached the chantry at the start of the proposed time, but
is fast approaching. How long it takes for her to get there (or even
if she will) and how long she observes should be decided by the GM to fit
the campaign. If a long term campaign, Shawaan should be used as
major villain after the PC's have come to be personally involved with the
residents of the chantry. If a short term affair, Shawaan and her
queer servants will be mysterious enemies trying to capture or kill Namiri
for inexplicable reasons. She hates humans, but cares little for
what they do if she leaves with Namiri.
Shawaan
is a patient and intelligent foe, and she will be able to work intricate
plans to get Namiri back without killing her. She could conceivably
try to infiltrate the chantry posing as a student, but the Sindar would
probably figure out who she is. She would probably try to drive Namiri
from the family and find her alone in a moment of weakness to convince
Namiri to come to the Morsindar of her own free will. Namiri is somewhat
weak to Morsindar influence, but she lacks the upbringing of other changelings
so can resist. She may perhaps, if she learns of it, get Namiri (who
has Knethmoore blood) to steal Dorami when she leaves.
Should
Namiri disappear, Kay would travel to the ends of the isle to try to free
her from the evil influence (and probably bring the PC's along, or send
them instead, for game's sake!). What ever plan she makes, Shawaan
is a powerful foe, wicked and clever and using her changelings well.
If
she should find out about the Navehan's activities and attempts to free
Aedlad, the Morsindar will take great interest. It might also be
interesting if Shawaan too succumbed to Kay's overwhelming charms, should
she get to know him. She hates all humans, so its unlikely.
But an interesting idea.
Knethmoore Chantry Spells:
Bwan's Cloak. (Fyvria VIII)
This
spell is reserved for masters of the chantry, currently Kela and Ash, and
is considered a family secret.
It
allows the caster to transform their physical form into that of a particular
natural mammal between chosen when the spell is opened. The form
chosen must be in a weight range of 1/2 to all of the caster's weight.
Discretion must be used; it has to be the natural form of the animal.
A small bear or large dog is acceptable, an 80 pound mouse is not.
Keep in mind most animals don't have the vocal abilities to speak intelligibly.
The
caster gains all of the animal's physical attributes and skills, replacing
his own even if worse. The caster cannot use further magic or psionics
while in animal form and must remain in animal form for the duration of
the spell (unless dispelled externally). Casting time includes the
actual physical transformation which is subtle, but disturbing to watch.
Bonus
Effects:
ML 30+: The caster can return to human
form at will, which takes the same time as the transformation.
ML 50+: The caster can choose any mammal form they have seen, but must choose the form when the spell is cast. It cannot be changed during the duration of the spell. The caster can choose SI forms and cannot be changed once selected.
ML 60+: The caster has control enough of the spell to prevent it from interfering with their psionic or magical abilities. The caster may use magic and psionics in animal form.
ML 80+: The caster has no limit on the number of forms they can assume with this spell. The caster can assume any natural mammal form they have seen, from a mouse to a moose.
ML 90+: The caster can change into any sized natural animal they have seen, mammal or otherwise. The size is still restricted the animal's natural form (still no 80lb mice!). Insects are not animals.
Fatigue: (15-SI) x 3.5
Time: (15-SI) minutes (CS)/ (15-SI) x 2 minutes
(MS).
Range: Self.
Duration: SI x 2 hours (CS) / SI hours
(MS)
Nature's Embrace. (Fyvria VII)
This
spell, simply put, kills animal life. It works by stopping all bodily
functions needed to support life; circulation, respiration, and brain function.
If successful, the target's body under goes massive shock and dies instantaneously.
The victim is allowed a Wil x 4 to resist.
This
spell was developed by the Knethmoores to use for hunting, and to euthanize
animals that are suffering from illness or wounds. It has been used
a couple of times in the past for self-defense, but the Knethmoore's are
loathe to use it to kill people.
Bonus Effects:
ML 60+: Target tests Wil x 3.
ML 80+: Target tests Wil x 2.
ML 95+: Target tests Wil x 1 and the range
is doubled.
Fatigue: (15-SI) x 5
Time: 15-SI seconds.
Range: SI yards.
Duration: Instant.
Fagadwyn's Art. (Fyvria II)
This
is the spell the Knethmoore's have developed to add art to the walls of
Fagadwyn. It is one of the first spells taught to apprentices so
that they may place their name in the chantry history. To cast this
spell, one must successfully attune to Fagadwyn.
The
spell works by subtly causing the wood to form any shape the caster desires.
The basic spell allows SI square inches (in a shape chosen by the caster)
to be affected for each casting. A successful script or art roll
must be made to create the work however. The work can be undone by
casting the spell and flattening it out once again.
Duration
describes how long the caster has time to alter the wood. Once the
spell ends, the wood is permanently altered, but can be altered again.
Bonus Effects:
ML 40+: The spell can be used on any living wood, but a -20 EML is applied to the script or art roll.
ML 50+: The spell can be cast on non-living wood. EML is for script or art is no longer penalized.
Fatigue: (15-SI) x .5
Time: 15-SI seconds.
Range: Touch.
Duration: SI minutes.
Aenarin's Passage. (Fyvria III)
This
spell allows the caster to move through the wood silently and without trace.
It does so by making the plants and underbrush softer and malleable so
they are less likely to snap and scrape. Once the caster has passed,
the spell causes the flora to try to return to its natural shape, erasing
signs of passage. The effect works on both living and dead material,
but will not affect soft dirt and mud; foot prints will not be erased.
The
practical effect is to increase the caster's stealth EML by 2SB(MS)/4SB(CS)
for duration. Attempts at tracking the caster through areas where
the spell was used is made at -10 (MS)/ -20 (CS) EML.
Bonus Effects:
ML 50+: Earth (not stone) is also affected by the spell and the tracking penalty is applied as the earth returns to its shape before being stepped on. Spell can be cast on a willing person, giving them the bonuses.
ML 70+: Tracking penalties are doubled.
ML 90+: Tracking penalties are tripled.
Fatigue: (15-SI) x 2
Time: (15-SI) x 3 seconds.
Range: Self.
Duration: SI hours (MS)/ SI x 2 hours (CS)
Warden's Query. (Fyvria IV)
This spell allows the caster to determine the environmental history of a given plant or tree. It gives a general idea of the weather, temperature, and nutrient levels over the life of the plant. The information is specific only to a seasonal description (it rained a lot for two Autumns, then was dry for one...). It was created by Dag the Warden, a Knethmoore master, in 504TR to allow him to determine what the long term weather patterns of the Setha Heath were.
Bonus Effects:
ML 50+: The caster can glean information details down to the month.
ML 80+: The caster can also get information of creatures passing by the plant (a range of about 3 yards). The plant will remember the vibrations only, so the caster will only know the general size of the creature. The plant will only 'remember' such passages for 3 days.
Fatigue: (15-SI) x .5
Time: (15-SI) x 5 minutes (CS) / (15-SI)
x 10 minutes (MS)
Range: Touch.
Duration: Instant.
Mala's Fountain. (Fyvria III)
This spell allows the caster to draw water directly from a living plant or tree simply by sucking on it. The basic spell allows the caster to draw roughly one pint of pure, sweet water for each casting. The actual amount will of course be determined by the size of the plant; a tiny fern only has so much water! The spell can end up killing the plant if not used carefully.
Bonus Effects:
ML 50+: The caster may draw double the amount of water, if available.
ML 60+: The caster can draw water from damp earth. It will be safe, but certainly not as pleasant tasting.
ML 70+: The caster may grant another the
ability to draw the water instead.
Fatigue: (15-SI) x 2
Time: (15-SI) x 1 minute (CS) / (15-SI)
x 2 minutes (MS)
Range: Self.
Duration: Instant.
The Knethmoore Staff.
Aranath
gifted Baeryean with a magical staff called Dorami to aid in defending
the prison of his daughter. It is made from the enchanted heart wood
of an ancient ash. It has Selenian script and leaf work etched along
its entire length.
Dorami
is a major artifact whose purpose is to defend the Knethmoore family of
the Fyvrian convocation. Dorami has an Ego of 16 and will enter Mental
Conflict with anyone who doesn't have Knethmoore blood. Knethmoores
are automatically attuned with the staff and it will always respond to
them.
Dorami
has 4 major powers: It can store a Fyvrian spell (up to FVIII) for
later release, it adds its own power when striking and gains +3 blunt impact,
everytime Dorami strikes the target must make a Wilx 4 or fall into a deep
slumber for 1d10 minutes, and finally it stanches (does not heal) 3 levels
of bloodloss when held.
The
weapon is unbreakable except by magic or another magical weapon, and has
a WQ of 13 for such purposes.
Dorami
rests upon the wall of the chantry next to the main doorway. It is
attached to the wall and anyone but a Knethmoore who attempts to pull it
away must win a mental conflict with Dorami. The Knethmoores seldom
use it, leaving it as a last resort weapon.
Shedwa Mayone.
Shedwa
Mayone is the fighting style the Knethmoores have developed from ancient
Sindarin teachings. It is designed as a passive style concentrating
on avoiding and subduing foes. The learning of it also entails a
great deal of physical conditioning, mostly as exercise for the studious
family.
It
also incorporates the use of a staff, allowing the wielder to incorporate
its use with the hand to hand combat. The wielder can only gain these
moves with a staff if both staff and Shedwa Mayone ML's are 60+ and is
fighting in close mode.
While
incorporating staff techniques, the user gains certain abilities.
First the wielder suffers no penalties for fighting in close mode.
Second, the user can choose to attack, block, or grapple while using the
staff. Finally, with a staff, the fighter can add +10 EML to when
using the Sweep or for any hold exploitation. It is a technique to
subdue foes.
The
regular techniques are Sweep, Pressure Point, Passing Move.