June gaming element challenge – Keys of Power: The Gatekeeper’s Key

Item Type: Artifact

The keys of power are drawn and bound to particular carriers.

The Gatekeeper’s Key is a black moonstone key with silver veining that seems to have the power over life and death.  Tales also have it being known as the Assassin’s Key or Silentus’ Key.  A very few stories have it listed as Shadowen’s Key, but these do not seem to fit the tales of the man known as Shadowen.  Most refer to it as the Gatekeeper’s Key for various reasons, amongst them a particular tale that seems to indicate that the key’s true power is to open or close the gateway to the world beyond, to the heavens or the flames of the Hells.  It has been passed down the generations of a single family for at least the last five hundred years.

June gaming element challenge – Arcadius

Item Type: Deity

Arcadius – God of the earth

Arcadius, god of the earth, is often forgotten in the worship of those living in the “civilized” world.  The continent of Arcadia is sacred to him.
In truth, the elves largely worship the pairing of Immeria and Arcadius as the Goddess and God, the Divine Equals.  Many of the shrines and ruins in the wilds of Arcadia bear strong elven architectural features and were in fact crafted thousands of years ago by a combination of humans and elves that once lived on the massive continent).

Principle organizations: Kami no Kyoudai (Brothers Divine)

June gaming element challenge – Immeria

Item Type: Deity

Immeria – Goddess of the Sea

Immeria is the goddess sailors pray and sacrifice to, but only rarely, as much of Maraeternum are fairly irreligious in practice, though the belief is strong—enough sailors have seen her power at work to know that she is still a force in the world.  A shrine to the pale-haired goddess exists in every major port, usually tended by either a member of the Sorores Maritimae or the Kami no Kyoudai.  The Immersea is said to be sacred to her.

Principle organizations: Sorores Maritimae (Sisters Maritime), Kami no Kyoudai (Brothers Divine)

June gaming element challenge – Immerian Prayer Beads

Item Type: Common religious item

Most commonly found in the hands of sailors, fishermen, and others whose livelihood depends upon the waters of the Immersea, these ropes of 90 beads are a symbol of devotion and a tool of prayer to Immeria, Goddess of the Sea. The beads are typically made of shell or glass, though some of the finest are made of pearl or polished gemstones. The most devout followers know each specific prayer associated with the subsections of ten beads, though most laymen simply offer their prayers while handling their beads.

Many are crafted by the Sisters Maritime and blessed in their Houses throughout the Free Isles.

Vignette – “The tragic tale of Ghaund and Amarestine”

This little vignette is a roughed out legend for my 3.x D&D/Pathfinder/Swashbuckling Adventures game in the original world Maraeternum.  The story is meant to explain (in part) the development of a certain type of nasty thing in the world (amongst others, I suppose…).

The tragic tale of Ghaund and Amarestine

            Once upon a time, in the uncounted centuries before the fall of the Basilica del Mare, on the shore of a great island lived the sorcerer Ghaund.  He once had been a great man, though as he grew in powers arcane, he had forgotten how to care for other living things.  His beloved lady, the prophetess Amarestine, had foreseen this and left when she could bear his growing coldness no longer, retreating to a cave at the far end of the fair isle that had been their home through all of their years.
            Ghaund came to be beside himself with pain at the loss of his beloved Amarestine and begged for her to return.  She refused him sadly, warning that she could not love a man who had forgotten how to care.
            “But you are the light of my heart, my reason for breathing!”  Ghaund protested.
            “Would that you remembered the emotions that could birth those words, my love,” replied Amarestine, for she could see in his eyes that there was no love there, only the pale memory of real feeling.  “I can only return when you have remembered how to love me and all others, as you once did.”
            And so she left him on the walls surrounding the tower they had once shared and retreated to the far end of the isle, through the villages there, over streams and across the woodlands, and abided in a cave on the shore.
            Ghaund fretted and seethed, thought and plotted, consumed by his inexplicable need to have his lady returned to him.  Though he could not remember how to feel, he knew at his core that he needed her at his side, though he knew not why.  Nothing would stop him in his quest to return her to him—not even Amarestine herself.
            For a time, he sought to remember how to feel, though her words made no sense to him.  He could cut himself, and he would bleed, and it would hurt, though it would heal in time.  He felt no pleasure from the healing, only the pain of the cut.  He felt no gladness when he gazed upon her portrait, only sadness eating away at his soul.  There was no reason to feel, no reason to care.  There was no joy in giving to others, only loss.  His heart grew cold, his heart grew hard, and all he knew was that his magic soothed the only things left he could feel—pain for the loss of his lady, ambition for the power to retrieve her, and anger for his inability to have her as he wished.
            And so he began to plot, to work, to scheme.  He read a thousand books, wrote to a thousand scholars, spent a thousand sleepless nights at work to find a way to bring her back to him until he finally found a way.
            He had created from kelp and ambergris, gelatin and water, magic and alchemy, creatures malleable and yet man-formed.  He shaped them, he honed them, and he imbued them with powerful magics and even more powerful compulsions.  These creatures—his great triumph among triumphs—would surely be able to return his Amarestine to him!  And so he sent them forth, oozing, slipping, running across rocks and cobbles, through woods and water, until they reached the cave in which Amarestine made her abode.
            The prophetess was not startled to see these strange creatures, man but not, liquid yet solid.
            “O Ghaund!”  She despaired.  “Oh, my love, what have you done?”
            The creatures fell upon her then and carried her back to their master, who felt no joy at the return of his beloved.  He looked upon her and sighed, feeling nothing.  He touched her and though his blood raced, he knew not why, kissed her and felt light-headed, knew her and yet pleasure did not truly reach him.
            And so he kept her there, in the tower, guarded by his creations, until all the days of their lives were utterly spent, and learned nothing at all.

Back in the GM’s chair

I’ve slipped back into the gamemaster’s chair recently for the Thursday night crew–Torg GM is absolutely torched, so I volunteered to step up and run something.  That something is Maraeternum, the World of Endless Ocean.  It’s a world that I’ve been playing around in for several years now with a longtime friend of mine from my Star Wars days and it’s actually kind of cool to be able to run something in it.  Last night was the second session of it and everyone’s backgrounds are already crossing nicely (whether some folks are realizing it or not).  No barfights–not yet–but I’m sure that’ll come soon enough.  They’re scoundrels and pirates–it’s bound to happen sooner or later.

It’ll be an interesting ride.  I have several plotlines that are starting to be seeded.  Some they’ll walk right into.  Others….

Mwahahaha.