
|


[ Index
| View
of the Spire |
Calendar
| The
Spire |
Hinterlands
| Tales
of the Outlands
]
[ Psionics
| Powers
that Be |
Itharin |
Locations
| Monsters
and Lore |
Wild
Hunt
]

Jastor, Lord of
Agriculture, Farms, and
Peasants
(by
Gothenem)
Written by Sir Hattuk (a
prime traveller). The end note was penned by the King's
wizard Jass
My
Liege, As thou hast instructed me, I doth track the most
foul villain Tralk to his home in the woods surrounding
Lake Grenshire. When I got there and entered the gate, a
most sorcerous occurrence happened. The area of the gate
doth suddenly, and methinks unprovoked, burst into
multi-colours. Mine horse was frightened, and, though it
covers me with great shame, I must admit that fear doth
also grip my heart. My horse was moving to fast to avoid
the multicoloured portal, and so we entered. What we saw
doth go beyond anything we hast seen before. We saw a
land, great and fertile. People were tending the soil. At
first we thought they serfs, like those in our own
kingdom, however they all seemed happy and content, a
quality that our serfs lack, due to their station in our
own society.
As
we went further into this land we doth note that the
entire populace seemeth to be of these happy serfs. This
doth make me ponder where and who the lord of this great
place was.
Eventually
I doth find a farm that outstripped all others, it's size
was half again the size of our own country. When we found
the lord of this farm, who doth also till the soil, it
was like nothing I hath experienced.
Mine
horse immediately reared and did unhorse me. Then the
treacherous seeming beast doth go to this serf-lord and
nuzzle his hand. I stood up and confronted this serf, who
apparently must, methinks, be a practitioner of foul
sorcery like those who plague our kingdom to a great
extent.
When
the lord spoke to me I found myself on my knees and I
knew then that this was no peasant or serf, for I was
standing, nay kneeling, before blood more royal than
thine, my lord, and though I do not doubt your lineage,
thy blood is still that of a man, and this lord was most
certainly not a man, but he was a god. He then spoke to
me: 'Sir Hattuk, I am Jastor, Lord of Agriculture, Farms,
and Peasants. I have summoned you here to tell you to
tell your king to abolish serfdom in your kingdom, or I
will wither his crops, make his food go bad, and starve
himself and his knights.'
I
of course agreed to tell you this. My lord Please do as
he speaks, I know doth till the soil of mine own castle,
and doth pay mine peasants. Please my lord do as this
god, with blood more royal than all others, commands,
lest the be a coward before both men and gods.
[Since You will read
this missive King Froud II, I will put my findings here
on Sir Hattuk's own missive. Sir Hattuk is working
in his own fields. His peasants are better clothed and do
not seem hateful to him, like our serfs do to us. I have
also travelled the planes to "Concordant Opposition", and
spoke with one of Jastor's "peasants". I was told that
Sir Hattuk was properly informed and was rewarded for his
duty. I did not know what he meant by that. Grubbing in
the soil doesn't seem like a reward to me. When I
returned to our own plane, I saw that Sir Hattuk had the
most fertile crop I've ever seen, and the most fertile
part was where Hattuk himself was working.
I strongly recommend you follow
his suggestions and free the serfs my
liege.]

"Another sodding
Peasant!
When do we find the lord of this sodding farmland?"
-- A planar human,
proving that even planars can be clueless

The Lady's
Haven
(by Jonathan)
The
Lady's Haven -- a dark, mysterious place, horrid beyond
belief, yet as beautiful as it is possible. After all, it
is the home of the Unnamed Lady, the Oracle. Where is
this Haven? Well ... it's on the Outlands, it's on the
366th layer of the Abyss, on Karasuthra of the Beastlands
-- it's neither here nor there it's everywhere. Why?
Well, the Oracle likes Her privacy -- which is why She's
seeded the whole realm with all those creatures She could
create, and those which could never leave. Examples
include the Kyvan dragon, that prefers blood to
water, and the Ynan il Kev, the warriors of Chaos,
that are forever trapped in the Lady's Haven.
It's
not only creatures that petitoners have to worry about --
the land itself is alive with a malice. Trees reach for
strangers, streams thirst for blood -- all in all, the
land kills, literally. Yet, sometimes it's dormant -- a
sign that the Lady's up and about. But it's not mortals
alone that have to fear when they step into the Oracle's
Haven. You see, the Oracle can't stand powers traipsing
around in Her realm. So, she discourages them. Any
greater power that enters Her realm become lesser powers,
intermediate become demigods while lesser, and demigods,
become mortals -- powerful, yes, but still
mortal.
But
to make it even worse, She throws little traps for
powerful monsters and powers around. Many a power has
been slain in Her realm by either a trap or their
enemies. For powers that are mortal can be killed as
surely as mortals can. In fact, her little traps -- like
the draining that traps a power, and slowly drain its
strength -- makes it more probable for a power to die in
Her realm. What Her purpose in doing that is not exactly
clear but chant's that She draws energy from dying powers
to make Herself even more powerful.
Yet,
after looking at it that way, why would any mortal -- or
power -- enter Her realm? Simple -- to gain an answer or
to gain power. Because the Oracle has done what no power
has ever done. By binding all Her power with Herself, She
can accomplish anything inside Her realm. She knows
nearly everything while in Her realm -- and what She
doesn't know, She can find out. But how can She survive
without any worshippers? That's the dark of it -- She
doesn't need any!
Magic
also has its risk in the Lady's Haven. Wizard spells have
a chance of causing a wild surge when cast which makes it
highly dangerous. Priest spells of 6th and 7th level
don't work while in the realm. Weapons lose a +1 bonus
while charges are reduced by half. This applies to all
locations in the realm -- all locations except the Rose
Garden. Created by a dying goddess of sorcery, who was
trapped in a Draining, the garden is filled with roses of
all possible hues and scents. Here, magic works
perfectly, and by crushing any rose and rubbing it on the
skin, weapons and items, guarantees that spells work
perfectly, weapons remain potent and items retain their
charges. Problem is, the Rose Garden shifts its location
all the time. The Oracle can't stand it but She can't
destroy it. So, She shifts it around like there's no
infinity -- however, seeing as She's who She is, there
might not be an infinity.
Current Chant:
The goddess who died there
-- Sheresta -- had a powerful artifact with her.
As she never left, could it be that it -- whatever it is
-- is still in there?
Darklord
Kyrix is organising a strike against the Lady's Haven.
The realm of the Oracle appeared on the rim of his realm,
on the plane of Baator, just three days ago. Thing is,
the Oracle's realm is moving steadily towards his seat of
power. He's gathered fellow powers -- those powers which
owe him -- to turn back the realm and if they can, seize
control of it and whatever that's giving the Oracle Her
power.
Esa,
a goddess of death, has been seen entering the Lady's
Haven. A week later, she emerged, laughing and screaming,
carrying with her an ebony rod. What was important enough
for the goddess of death to risk death herself? And what
was that rod?
Matanazani's
Realm
(by Joshua
Jarvis)
[Penned by Tymerel
Arbanus, a Guvner]
With
all the countless prime worlds worshipping powers there's
bound to be the occasional god that no planar has heard
of and no one really knows the dark of. Most cutters stay
well away from these places, after all only the most
leatherheaded sod would tread in the domain of a power
without knowledge of what to expect, or what is expected
from them. Matanazani's realm is different. Curiosity may
kill the cat lord but in this realm it may very well
change your life. See, the chant goes that Matanazani is
the great neutraliser, the god of neutrality and
viewpoint in whose presence high and mighty attitudes
will shatter and berks can see an issue from all sides
and viewpoints. Well, that's mostly screed, Here's the
true dark of Matanazani's realm.
A
dome-shaped hill carved from grey marble is the first
thing one sees of his realm, not very impressive at first
but functional. It's not until someone crosses the great
azure gates (that are always open, in an inviting way)
and goes inside the realm that it gets truly
impressive.
THE
FIRST
PART:
As one enters the decoratively designed gates. A giant
blue gateway 20' tall with one word carved into it
(usually divided in two because the gates are always
open), that word is Matanazani. This is assumed to be the
powers name, though peery cutters know that what is
common cant may very well be screed and approach with
caution. Inside you see a great circular walkway
overlooking a great drop. A rocky point hangs out over
the precipice. People have named this the point of view,
you see a cutter who stands on this point while speaking
or listening will understand all viewpoints that one can
hold on the issue and can make an unbiased choice. For
you see, on this point all ideas are equally important. A
weak glow lights this area emanating from someplace
below.
THE
SECOND
PART:
To step blindly over the edge is the way to reach the
floor. (those who have their eyes open plummet to their
doom.) To observers it seems the person who stepped off
has fallen, this isn't true (If they do it right.). The
person who has stepped off finds himself further down
standing on a set of scales. You see in this layer
thousands of scales hang in the air, and each person to
fall lands on another set, even if they were holding each
other. These scales do not measure weight but instead
measure deviance from neutrality. Chaos, law, good, and
evil cause one to drop. Only when one truly balances his
soul can he go to the next layer. The glow is brighter
here.
THE
THIRD
PART:
He who has grasped for one fleeting second the concept of
neutrality can go to the next part. This part Has the
chambers of experience. People who set foot in these
glass chambers, separated from the edge by a walkway,
switch alignments for a few fleeting minutes. Those who
realise that alignment is merely opinion and point of
view can go down to the next layer. The glow is even more
brighter here and you can make out different colours of
light.
THE
FOURTH
PART:
No longer is their a precipice, now you are in a room
filled with brilliant crystals glowing white, purple,
blue, and red. A slight dust fills the air, is this what
is left of those who have fallen from a higher lever? No
one knows, no one has seen those who have plummeted from
an edge. The light from the other layers comes from the
glow of these crystals. Anyone who touches a crystal
feels a slight draining. White drains at good, purple
drains evil, blue drains law, red drains chaos. It never
drains completely. However a strange effect happens to
those who realise that having any view point other then
neutrality is pointless. They collapse and the crystal
glows. Some say they see a twisted face appear in the
crystal.
THE
FIFTH
PART:
Here the light is almost blinding and the presence of a
god can be felt. This is the last chance for escape, no
one has got beyond this level and returned. The place is
all brilliant glowing colour, as if they were in the
crystal that has taken them. On the floor is a dull grey
marble door that radiates the presence of a godly power.
How do you open the door? No one knows. Smart cutters
realise that escaping magically before they get something
more than permanent neutrality is a good idea. No one
knows what lies beyond the door and no one who crossed
through it has returned. All that I know is the chant
goes the god and his petitioners dwell there.
|