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| Fourth Void of Mortis |
November 28th, 1999 |
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Barmy Spotlight of the Week
Arawn
From:
Planes of Conflict: Liber Malevolentae, page 53. On Hallowed Ground, page
69.
About: Arawn is the
celtic god of the dead, a nice down to earth power. Making his realm,
called Annwn, in the Ten Isles of the Cursed on the Gray Waste, most would
say that's a bad place to set up kip, but I can assure you it has some
nice ocean front with pine trees, and the gray tone is absolutely soothing
on a cutters nerves. As mentioned, Arawn is one of the most sociable
powers, a real humble person's power, the kind of power you could walk on
over to his realm and talk to, even if he's, well, a god of the dead. And we know powering's
a tough job on a berk, which is why Arawn even takes days, well years,
off. Thats right, death does take time off. Unlike some of those
other snobby powers that can't turn their backs without turning into pin
cushions, Arawn actually has time off, intrusting his realm and powers to
his proxy Pwyll every ten years, Now, what other barmy powers do you know
who would trust a mortal king to rule their realm? There's also Arawn's
queen, well, queens, the most beautiful ladies he finds on his vacations
off, which he barmily drags back and makes queen. We knew rulership was
thrust on some people, but Arawn seems to like giving rulership to people
left and right. Of course, theirs also
that rumor that he's trying to make all the Dustmen worship him, and not
just general death (which doesn't have as good a social life), but a power
has to have hobbies, especially when he gets a whole year off from decreeing
things in his realm, and having to listen to all the petitioners mutter
about there being to many pine tress and water around.
Barminess: A barmy power of death who
has a punch-card and vacations.
Quote:
"I hear the Blood Isles are good this time of year, and ooh, it says
here that they just opened the new exhibit on the deaths, and lives, of
famous planewalkers!"
Likes: Vacationing,
surprisingly the whole death bit can get depressing after awhile. When
Qaida decides to come home and visit Cauldron, you'd be amazed at the
stories she can tell, even if Pwyll has to explain most of the puzzling
bits and when she describes the corpsey parts Arawn puts his fingers in
his ears and hums a tune he learned from a Norn.
Dislikes: When new petitioners come down from the Outlands, looking all happy, and then
say "Oh, we got stuck in bloody Annwn," sigh, "I was hoping for the Isles of the Blessed,"
with a big frown, the sods. Other powers making fun of him for letting his
proxy be in charge, but they always look jealous at the same time, you can
tell.
Barmy Bonus:
Lady Antie N'mie, Queen of Cauldrons
The queens of Annwn, and their has to be a ton of them by now, ten years
times a few millennia in a gods life adds up to allot, are some of the fairest
ladies Arawn can find. Wooing them back to Annwn, living out their lives
in the endless soggy gray afternoons. Some though take action in the
realm, and with petitioners mulling about the place needing something to
do to get on with their afterlife, there's no amount of people to move
things around old castles, or row you out for a nice picnic around the
isles. With Arawn always going off to vacation or messing with powery
matters, the queen, and queens, relatively can run about the realm doing
whatever they want. Here then is one of these fascinating ladies, a former
queen that a cutter might run into while visiting the realm of Arawn.
Lady Anita N'mie (Pr /
human / W3 / NE), has gone a bit stir crazy from her time in the realm,
but her looks have only gotten more comely as she's aged. Called the mad
old queen by some, she dresses in old royal robes, has a bent up old crown
of leaves, and tends to always go around with some barmy drink or potion
she has concocted. Always wandering about the realm, it's said she won
Arawn's heart for a time, or more his stomach, not so much with her looks,
but with her quick wits and a really good feast. Tired of her old boring
life on the prime, in a boring kingdom, with boring adventures killing
boring old dragons, the Gray Waste is actually an improvement. Now she's
always cooking things for petitioners, Pywll, or visitors, gathering up
some of the best ingredients around the realm, whether the famous gray
waste potatoes of woe or trying to wrangle the neck of some plump fowl.
She's also always inviting some of those 'nice old night hag gals' over
for tea and bridge, and swapping various recipes with them on how to
spruce up foods made of, basically, a bunch of gray stuff. Every few years, either to commemorate Pwyll's rule or a new queen, or
just to have a huge bash, she brews up a huge batch of soup in the giant
bowl carved out of the ground in Cauldron, enough soup to feed the whole
realm for months.
| Fourth Clerk of Mortis |
November 25th, 1999 |
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Bytopian
Whisfall
"The great Bytopia, paired paradises, it mirrors
us, the treants, like the layers mirror each other. One, a great root bed
that we may sink our selves deep into, the other a glorious canopy of foliage, so that we may extend ourselves upward like the great
stalagmites,
mighty trunks in our beautiful home. And among these, our whispers pass
back and forth, this plane of infinite forest a million of our voices."
- Gietroots, a treant bard.
The Whisfall has only recently been discovered, not
because it was hard to find, but because scholars couldn't see it. It's a
bit hard for scholars to learn much of anything on Bytopia, you'll notice
quite a lack of chant from that plane, because "Why?" or
"What?" questions are usually answered by the inhabitants along
the lines of "Chop some wood, pump the water, and hall these sacks of
grain, then we'll tell you." Needless to say, a scholar or adventurer
from outside the plane isn't willing to do hours of back-breaking work
just to ask about native creatures. Yet, the Whisfall does exits, only one
of the many wonders that inhabit Bytopia.
A native will tell you all about it though, after you've
done your fair share of work. What they say is that the leaves that fall
from the trees on Bytopia, fluttering in the single sky as they fall from
layer to layer, are actually creatures, messengers and informants of the treants.
The tale they spin is one of the original treant of Btyopia, and elderly
mother tree that inhabited the lonely plane, a time before gnomes or
merchants, who saw the layer above her, and wondered what was there. For
another treant was on the opposite mountains, but the two were rooted in
their forests, unable to speak to each other. But the belief of the planes
shaped the leaves around them, and thus were born the Whisfall, strange
leaves of Bytopia. These new creatures could fly from layer to layer,
linking all treants together though separated by the planes duel nature.
Though outsiders see them only as leaves, fluttering in
the winds or turning all shades of red in the fall, the Whisfall, like the
plane it inhabits, is one of two forms. Those who have been blessed by the
treants can see the Whisfalls true shape, a small leaf with curling antennas
and faceted honeycomb eyes. Curious by nature, the Whisfall flutter and
buzz around the plane, always with the slight hint of whispered voices. A
cutter they like, or one summoned by the treants, can become surrounded by
whole swarm of them buzzing around him, whispering of deep sunshine, musky
roots, and the voice of the treants. Those not in the dark will only see
the cutter in a small whirlwind of leaves, nothing more then a natural
trick of the wind. And though the treants use them to keep in touch with
each other, it's also common to see a gnome or other native talking to a
Whisfall, the little messengers taking messages to family and friends. A
outsider might look at them barmy for talking to leaves, but they'll just
shrug and smile.
The life cycle of the Whisfall is tied directly to the
trees and seasons, turning a green and zooming with energy in the summer,
falling throughout the sky in an orange and red blizzard in the fall, and
turning brown and fluttering to the eternal sleep in the winter. As spirng
once more sweeps through the twin layers though, buds on treants create
knew Whisfall to fly through the sky. In fact the only clue scholars have
so far that they exist at all is, unlike normal leaves which the natives
rake up and use for mulch, the Whisfalls simply fade away.
| Fourth Guild of Mortis |
November 24th, 1999 |
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Faces
of
Barmies
IV
Another group of barmy sketches of, amazingly enough,
barmies.
Faces of Barmies can be used both by DMs for NPC concepts, or by players
as new characters. The pictures above link to larger for-print versions,
and can be used freely for personal use. Thanks to Vicki Hood, Tom Bubul,
and myself, Jeremiah Golden, for drawing them.
Nurse Wahrschein (upper left) (Pl /
Githzerai / P1 / Bleaker / NG ) Nurse Wahrschein isn't a
man in a white coat. She's a lady in denim and kacki. Tending to the
Gatehouses' barmies is her daily call (and her daily scream, moan, howl,
gibber, and cackle), and she's been known to implement the Gatehouse's
specially durable spoons in any situation necessary. Any. A matronly old
caretaker and loved by all, the Nurse unshakingly brings her soup around
the house, every morning. With a friendly word to the barmies and an
ominous waver of a spoon at others, she is a fixture in the Gatehouse
halls.
157932 (upper center) (Pl
/ Tiefling / Fated /
LN ) Corpse number 157932 - a poor sod who made a Dead Contract with,
well, the Dead. He's got his number scrawled on his forehead, so he
doesn't forget (Fated can be weird about numbers like that sometime, but
then facts and records could drive anyone barmy) - but unfortunately for
him, it means the Dead won't forget either. As bleak and gothish (Not that
he's gothish, more goshish maybe) as he is, he doesn't want to give up his
corpse just yet - and has been seen running with his bedroom slippers and
bathrobe through the streets of Sigil, perused by hordes of zombies and
whatnot, shouting "Not bloody yet! I still have some things to
do!". Needless to say, berks who have a tax collector show up in
bathrobe and surrounded by zombies usually pay their taxes quickly.
Sch'loup (upper right)
(Pl / Molydeus
Tanar'ri / F7 /
Mercykiller / CE) Obsession, hungry for the pursuit of justice, and
slightly confused, all trademarks of this two-headed tanar'ri that's
somehow been caught up in the one true pursuit of justice. He will follow
any lead anywhere - to get his stolen axe. He will bring justice to all
those - who have stolen his axe. He will pursue all justice - to get his
bloody stolen axe back. Thus his joining of the Mercykillers, and his now
two thousand year search for his missing axe. It seems his two heads can
never agree about how to get their axe back, the wolf wanting to break the
door down, and the snake head wanting to bribe the door. Needless to say
they tend to get a little confused, arguing with each other as people slip
behind them. And what's truly puzzling is the chant says he simply left
his axe at home.
Festivé Devék (lower left) (Pl
/ Githyanki / Sensate /
LE) Devék served the lich queen well on the Astral, and happily prepared
for his 'going to be absorbed for the glory of the race - away party' in blissful
devotion. But as he had his floppy festive party hat on and was about to
blow out the steady candles, the cake exploded (and instead of one of the
gals dressed up as the lich queen, as he expected) a random, color pool,
portal thing burst into existence. Devék was caught, and dumped into
Sigil. After moping about not getting any cake except what he could get
off his hat, he finally realized that he could keep on living and not be sacrificed.
Ecstatic at finding this out, he decided to enjoy every single day of his
life from then on, and joined the Sensates. Now he throws parties all the
time around the Cage, and always with festive floppy hats and exploding
cakes.
Entes Canard (lower center)
(Pl / Human / Signer /
CG) A speaker of some note, Entes is a common sight at the Hall of
Speakers. He walks along the halls whistling, hands in his pocket as he
imagines the universe, but what's truly striking is the bird on his bald head.
If anyone is to ask him about it, he says 'I imagine the bird, and the
bird imagines me'. Barmy logic indeed, but there's no denying that he can
get the Hall's attention when he speaks, all eyes in the circular speaking
room drawn to his face, well, head. And what's truly strange is that he
always seems to be spotting a different bird as a hat, mostly ravens and
pigeons but also the occasional exotic color bird or that one unfortunate
incident with the sympathetic, which sympathized itself right out of the
imagination.
J'll (lower right) (Pl /
Fire Genasi / Harmonium / LN) J'll "The Cheese" is a devoted
member of the Harmonium, and thinks she has penetrated into a cell of the Anarchists.
In fact, she did. She penetrated into Anarchists disguised as Hardheads.
And the Hardheads that the Anarchists are disguised as are pretending to
be Anarchists, to infiltrate deeper into the criminal world's intricate
net of confusion. J'll, for example, is quite confused. The fact that
she's a fire genasi, her skin blending so well with the armor that it was
her main reason for joining in the first place as everyone took her as a
Harmonium anyway, right, the fact that she's a fire genasi with a short
temper makes her even more confused, as she can't stop yelling at someone
long enough to ask what faction they actually belong too.
Last Week's Chant
All content copyright 1999 Jeremiah
Golden or credited authors. |