HarnWorld
 

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.