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Month Index: September, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Sun, 10 Sep 2006 15:18:47 +0100 Subject: Re: Maj Space: Durin (partial, 10/Sep)
Geography and Recent History Mostly a desert world, hot during the day and freezing at night. The world is covered by the remains of lost civilizations, mostly in the forms of ruined towers of durable red stone or glass as hard as steel, which the ogres use the occasional fragment of for daggers, and there are canals, almost all of which are completely dry. There are said to be lost artifacts to be found, some of which may hold a faint residue of the ancient energies that powered them, and all of interest to collectors and magical researchers. While the sun is hot, it does not burn any but the most sensitive skins, even at midday (Durin's days are almost exactly the same length as Maj's). There is little moisture in the air, but a careful traveller can use the cold of night and a dew trap to give enough to get by on. There is red dust everywhere, which for some reason does not tend to stick to even damp surfaces, or clump, so it is less annoying than it might be. Some magical researchers believe that it is the transmuted air and water of Durin, and that if the right magic can be discovered it would be a very compact and efficient way of carrying air on long spelljamming voyages. The plant and animal life suit a desert world, with hardy plants with thick skins to hold on to their water, or which grow, bloom and die, after the very occasional rain. Animals tend to be small, and are often things like snakes (a few of which are poisonous) and lizards, with a few small mammals. There are toads which hide near-lifeless, waiting for the rain to breed and eat, then sleep again, and from which can be made a suspended animation potion. The air is too thin to support the flight of birds. The only larger animal life is humanoid, and no one has yet found a riding or draft animal which prospers on Durin. There is no Underdark on Durin, probably due to problems with the thin air. The greatest danger of Durin is the red dust storms, which while they are not directly dangerous (there is no risk to eyes or breathing) reduce visibility to almost nothing. Most creatures who rely on sight just take shelter during these, and they can last for several days. Dust storms are most common in winter; note that Durin's year is about twice the length of Maj's. It is said the thin atmosphere and the desolation of this world is due to ancient battles between the tower builders, those who used stone, and those who used glass, who are said to have been two different varieties of elf-like creatures. Whatever happened, there is little sign of them left. In recent years the peoples of Maj have formed colonies, in particular by re-building the two ancient cities that the winds revealed from the sands just recently, at each end of one of the few parts of the canal system that still holds water. Dwarven elders in the nearby mountains advised against this, saying the waters were subtly cursed, and that not even the ogres or hobgoblins would use them, but this was ignored. While there were no problems initially, and the two colonies quickly grew into city states, one in the city of stone, Dur, one in the city of glass, Crys, tempers began to flare, and eventually, only ten years ago, war. The wiser sages of Maj believe that this is some ancient curse left by the tower builders, and note that almost all children born on Durin (in the cities of Dur or Crys) have a perculilarly red tinge to their skin, and definite aggressive and war-like tendancies. Those now living on Durin claim this is nonsense. Game Mechanics: Those not born on this world are -2 on any Fortitude roll related to exertion, due to the thin air. Living on the world continuously for at least a year makes this modifier only -1, and once acquired this advantage takes a month to loose, and only takes one month to re-acquire on returning to Durin. The same applies to natives, but they fully adapt. These may be represented by two background feats, 'Durin Adaptation', and 'Durin Blood' (for natives). GMs may allow those with this advantage to better survive asphixiation. Ships with active Helms will hold a normal air envelope, and this will only be lost when the ship lands and there is no one at the Helm for at least half an hour. Once the Helm is occupied again for at least five minutes the ship's air envelope will be normal again. Game Mechanics: Those who have lived in the cities of Dur or Crys, for at least a year, and drunk the local (canal) water (or drinks made from it, or eat food grown using it), are -1 on Will rolls to control their aggression. Those born there a further -1 and have a perculilarly red tinge to their skin; GMs may give both similar penalties on Cha-related rolls (particularly Diplomacy). Those who live on other water for a year recover from this, though if born there this makes the effect only -1, rather than removes it completely (and the red skin tinge remains). These may be represented by two background feats, 'Durin Curse', and 'Durin Birth Curse'. The only ones immune to this are Dargold; the problem even afflicts half-Dargold. Dur and Crys While these two cities are intermittently at war, and can agree about very little, the only real difference between them is that one is made of durable red stone and one is made of glass as hard as steel. Both cities are fortified, both have excellent canal-drawn water supplies, running to water on-tap in every house or home, and with similarly widely distributed dry sewage and waste disposal facilities. These lead via excellent sewers to buried deep underground automatic fertilizer production, which in turn feed nearly water-less immense plant-growing halls. The cites seem nearly perfect to live in; just sweep the sand out. Both cities have deep power cores, which while they do not run 100% smoothly, emit etheric energies, allowing things like air cars and a wide variety of powered equipment, particularly weapons, to be used within tens of miles of the cities. Unfortunately the fields do not reach the other city, so more conventional means of warfare, or captured enemy equipment, must be used. There has been little success in adjusting equipment so it can run on the enemy power source, except by a complete strip down and re-build; no dual-mode equipment has been created (it tends to just (electrically) explode, messily). There have been the occasional rare artifacts, found out in the deserts, which are self-powered; typically hand weapons. A few Dargold have come to the cities, typically entire small tribes of seven to fifty (6d8+1, if randomly determined), and claim to understand something of their secrets. The elders of these tribes have worked on the power cores, making them, and other parts of the city infrastructure, more reliable, though the tribes are very clannish, having little to do with other city people, and steering clear of anything to do with the war. In particular they have opened up deep boreholes, and after failed attempts to give away the limited amounts of water from these now sell it, as health-giving mineral water, though most in the city use the water from the canals. They also make attempts to sell food grown from this 'healthy' water, but the rich don't think it or the water fashionable, and the poor are suspicious. While these Dargold seem essential to the working of the cities, they are treated as suspect, due to not being enthusiastic enough about the war. Durin Tech This applies to the technology found in the cities of Dur and Crys, and also elsewhere, for example lost in the deserts of Durin. The technology of Durin appears to be based around highly advanced use of precisely aligned and cut crystals, which focus a combination of magical and etheric energies to produce spell-like effects. These crystals would seem to include impurities which colour them, sometimes in exotic ways, like ever-changing rainbow patterns, and are material elements not found in nature, probably produced by very advanced alchemy. There has been some limited success in cutting down or reshapping some of the large, possibly damaged crystals, to make one or more smaller ones. Self-powered equipment would appear to run on a power source made from the very rare magical material 'Spectrum', also called 'rainbow metal' because of the sheen on its surfaces, and occasionally referred to as 'true mithral'. Even the smallest piece can be of use, and a pound typically changes hands for 5,000 gp. An unknown charging process alters spectrum so as to act as a power source for a self-powered device, and it would appear acting as a power source slowly consumes it, and charged spectrum slowly decays to nothing over time (centuries). Spectrum is also needed to repair the engine shielding on air cars, and the reaction chambers of power guns. Another use for (very small amounts of) spectrum is that mirrors silvered with it can be used to focus or direct magical and etheric energies. There are legends that the artificers of the gods (in particular the Finnish ones) use spectrum in some of their greatest workings. Dwarves and Gnomes While they don't tend to talk about it, the dwarves and gnomes of Durin tend to be more skilled in the enchantment of magic than their races are generally known to be, though they don't tend to go around casting spells. Those who look carefully at the hills and mountains in which dwarves and gnomes live may be suprised to find carefully concealed carved gutters, drains and cisterns, which make best use of the occasional rain of Durin. These feed into concealed valleys, where crops are grown, and where the cisterns are not sufficient, water is raised from deep wells. Meat is in short supply, mostly limited to domesticated desert hares and a few small fish, but one or two tribes have carefully tended goats, which they presumably traded with the dwarves of The Belt. The goats are mostly for their wool and milk - slaughtering a goat for a feast is a sign something major has happened. Much better hidden tend to be the magical rather than purely mechanical water-raising systems, the hidden greenhouses, and the concealed sewage and ventilation systems. While the later two don't need to use magic, they are obvious risks to security. In preferance the sewage systems go to sealed magical sumps, which extract the water and produce fertilizer, and the ventilation systems have filters and cut-offs, are too big for an orc (and certainly a hobgolblin) to get into, and contain traps. Some of the enchantments allow things like: * Making a rock surface into a mirror, as reflective as a good glass-and-silver mirror. The enchantment is applied after grinding the rock into the appropriate shape, and is used for things like light wells. * Making several inches thickness of rock more-or-less transparent in one direction to light and radiant heat. Fifty percent makes reasonable greenhouses, and looks from outside like a dark patch on the rock, rather than a suspicious area of total blackness. Another application is windows. * Transmute dirty water or sewage into clean water and fertiliser, using a filter bed. This also purifies water of diseases and simple poisons, as well as mud, plant and animal life. * Making a pipe or bore in the form of an n-tube (an inverted u-tube) act as a magical siphon. Typically a number of these will be needed for deep boreholes. * Making a corridor, tunnel or pipe gently move air along itself. This is quite adequate to make ventilation systems work in unlikely places, such as caverns miles below ground level. Some dwarves and gnomes believe that, having observing the way an active spelljamming Helm gathers a full atmosphere to itself, this suggests that a suitable enchantment could do something similar. This might allow them to have areas where they could at least raise healthier goats, and maybe other livestock, though this would likely be quite expensive in terms of the amount of magic required. Hobgoblins and Ogres While these are quite different races, their lifestyle is similar. They are tribes of hunter-gatherers, making the best of the scarce resources of Durin. It is possible that some tribes may plant hardy crops in sheltered, more fertile, areas, then return to harvest them, or have agreements with other tribes about harvest and planting in return. The long year of Durin probably allows several crops in the growing season. While water is scarce, most tribes will likely have a circuit of travel, which leads them from one water source to the next, and know the tricks of catching dew. What may surprise outsiders is that most tribes will have a loremaster (Expert or Bard), who knows the histories and in particular all the tribal agreements about hunting and water sources. Many tribes also have an Adept, who rather than the more common gods of hobgoblins and ogres follows the Ancient Powers, of the world of Durin. Quite a few tribes also have relics and artifacts, found in the desert, some of which actually still work. Most tribes are a stable size, what the lands they travel will support, with a little spare for the bad times. Dargold What no one seems to have noticed yet, or if so they are keeping quiet, so that it is not general knowledge, is that there are far more people living in the Maj colonies on Durin than actually arrived from Maj. Maybe twice as many. These people seem to perfectly blend in, to anything short of True Seeing, and are in fact Dargold, the supposedly original native people of Durin. The Dargold are perfect mimics, in many respects too good mimics for their own health, as they completely lose themselves in the role that they take on. They typically become the perfect partner that someone has always been looking for, with just enough courtship to be credible. Other possibilties may be the perfect secretary, clerk, servant, follower or henchman. If they have children with a non-Dargold partner then the child is perfectly healthy, but has none of the Dargold race's characteristics, except for being more empathic (+2 to Cha- related rolls; the next generation loses this). Dargold are as fertile with non-Dargold as is normal for their apparent race. As their partner grows older, typically so do they, but unless the partner actively wishes that they die before them, then after their death they can usually slip away into a new role. Unless, of course, there are children, or even grandchildren, who need them... Another possibility is that they can become a child that was lost, but they will never grow up, unless this is expected of them. Occasionally they have wound-up as a visiting long-lost aunt, who then never goes away. Or, at their most distant from any one individual, an ancient and wise neighbour, who everyone local goes to for advice, and calls 'Granny'. This is one reason that the Dargold, though theoretically as immortal a race as the highest elves, are dying out, but they find it very difficult to resist the attraction of new peoples, and new cultures, this being a very strong addiction amongst them. They are not any more fertile, among their own kind, than elves. Their own culture is a deceptively simple one, apparently hunter-gatherer, with some basic agriculture, but in fact making very efficient use of the sparse resources of Durin, with a strong emphasis on wisdom, knowledge, and the simpler, often participatory, performance arts. Dargold, living among non-Dargold, who cannot bind themselves to one being who has a clear idea of who they should be, can be in considerable danger. If faced by multiple people who all want them to be different they can find themselves flicking from one shape to another, one personality to another, and the strain of this can kill them. Even though they can normally only change shape when no one's attention is on them even this can break-down if too many people know their secret, and focus their desires on them at once. This break-down will almost certainly cause rapid death. Dargold will retain their assumed shape, as long as they still live, even if asleep or deeply unconscious, but on death return to their own form. This has resulted in a few very shocked families, if the Dargold has not managed to make proper arrangements for their death (other Dargold will typically be very accomodating), and a few quick cremations or closed-coffin funerals. There are a few, very rare, diseases that afflict Dargold, and the most magical and rarest forces them to return to their own form, permanently, and usually kills them. If needed for their roles Dargold will catch diseases, and if it is expected of them, die. No more than half of any group will be Dargold, as this will dilute the culture they need to experience too much. In a group which contains non-Dargold the Dargold will not be attracted to their own, though they will in general be polite and try to get on with other Dargold, if they can fit this into their required role. Even though the next generation have no obvious Dargold characteristics, the Dargold don't find them so attractive, though they might marry them due to social pressures (any children will still be half-Dargold), and by the third generation there is no further attraction, though any Darkgold already snared by the culture will likely remain, unless forced out. If the proportion of any group is nine-tenths Dargold or more then the Dargold will not change shape, for example when there are visitors to their tribes, but individual members may be seduced into following visitors, usually to be sucked into their culture. A very few Dargold learn the strength and discipline to control first their own minds and personalities, and possibly later their shapes, but these skills are only acquired after a great deal of work, which will involve taking the risk of interacting with non-Dargold. Generally this development only goes smoothly with the assistance of some understanding non-Dargold, who preferably have a great deal of mental discipline themselves. People of Maj Space Urag, Ogre Shaman Alignment: Neutral/(Good) Class: Expert 5, Adept 5 Race: Ogre (Dargold) Str 20(10), Dex 8(10), Con 18(14), Int 9, Wis 14, Cha 10 (..) Dargold abilities. As a young Dargold, several millenia ago, she was never very impressive, being below average Str, Dex, Int and Cha, but something drew her to ogres, who were quite impressed by her toughness, and her healing skills, of limited interest among her own people, so she became one. Over the years her skills have developed, and she is now considered a legendary ogre shaman, as an Adept following the Ancient Powers. Urag carries a Huge greatsword made of almost unbreakable crystal, and a Huge longbow. Over the centuries she has learned the Dargold feat Control Role. While she is not actually Good, she is about as nice a person as you are likely to meet among ogres. GM Note: Urag might be met with a band of ogres, and might survive (due to her slow Regeneration) the usual 'kill the monsters and check the bodies for treasure' attitude of many adventurers. Alternatively, perhaps she might be found in the city of Dur or Crys, searching for those who have killed her tribe, and protected from those around her forcing her into a new role by a background feat Life Gift of revenge/justice, from her murdered many-times-great ogre granddaughter, Grat. In the first case she might later join the adventuring party, take on a role, say as a native guide/wandering healer, and try and work on some way of making them pay for/regret what they have done to her tribe. Urag added +1 Str at 4th, and +1 Dex at 8th. Jack the Shift, Professional Shapeshifter Alignment: Neutral Class: Dargold 2/Rogue 8 Race: Dargold Str 10, Dex 14, Con 12, Int 14, Wis 13, Cha 14 Hit Dice: 10d6+10 (52 hp) Initiative: +2 Attacks: +7/+1 melee, +9/+3 ranged Saves: Fort +3, Ref +11, Will +8(+6) Jack has many names, whatever is convenient for the job he is doing, and 'Jack the Shift' (he 'shifts' information and objects around) is just his business name. Unlike almost all other dargold, Jack has embraced the possibilities of the dargold shapeshifting, and has worked to make himself the most effective information gatherer and object relocation specialist that he can using it. He has always had an interest in shapeshifting, from quite a young age, and he was thought a bit strange because of this. Even before he left his tribe he had advanced two Dargold racial levels, and acquired, by spending time with some explorers of Durin, the Control Role feat, which made him a better shapeshifter than most dargold ever manage in their lives. Jack then took the big step of going to the city of Dur, where he quickly acquired the background feat Life Gift from a dying half-orc Rogue, Des Halfbrow, along with the responsibility to ensure her new-born daughter had a chance to grow up. Life as Des, in the bad part of the city, proved interesting, as a number of her associates were quite unhappy to find that she wasn't dead, and a several times only the dargold Regeneration saved 'Des', who acquired a reputation for toughness and miraculous escapes. After fifteen years the daughter, now a fully trained Bard, left, and with a little regret Jack was freed to follow his own life again. He paid the skill point to hold on to Des's form and role, even after the Life Gift finished; Des is still seen around the city of Dur, on occasion. Having had so much experience at being a Rogue, Jack decided to continue in the profession. He deliberately placed himself in situations, sometimes after very careful study, where he could acquire new forms and roles, and using his Control Form feat, memorise them for future use. In this way he learned two human males, a half-elf female, a male ogre, and a female halfling. He'd like to add a dwarf and gnome, and maybe a hobgoblin, sometime; an arcane/mercane would be really good (but he might need some more Form Taking feats to fully manage this). He has Form Taking 6, as a result of his two Dargold racial levels, which means that he is not restricted to humanoid form and his allowed size range extends from Tiny to Giant. At 3rd level Jack took Control Role, which freed him of the risk of getting killed by a role, at 6th level he took Control Form, giving him a lot more control over his form, and at 9th level he took Iron Will. His two Dargold levels give him +1 BAB, +0 Fort, +3 Ref and +3 Will, and his eight Rogue levels give him +6/+1 BAB, +2 Fort, +6 Ref and +2 Will; Iron Will gives a further +2 Will. Also note his dargold -2 saves (generally Will) against enchantment spells and effects. His initial level was Dargold, so 40 skill points were spent there, then 80 skill points on Rogue; note that six of the Rogue points have been spent on forms and roles. GMs should give Jack suitable magic items for his level. Jack added +1 Con at 4th, and +1 Dex at 8th.
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