Saturday, January 11, 2025

The town of Henziyuno, Vormain

 


Henziyuno

History

Henziyuno is a historic and sacred site where the hero Inzuyima defeated the Eater of Men, a tentacled horror that infested the bay and demanded tribute. There he found his bride, Atanna, the sea bride. As such, the place has been inhabited since the Gods Time, and each year, when the Hero Quest of the Marriage of Atanna is performed, the seas are calm, the fishing and seaweed harvests are good, and the raiding ships return safely.

Henziyuno is a small and prosperous town, only two days travel north from Tengainzya, one of the main ports of Vormain and a centre of power for the Hairu clan. However, as it sits on the hub of a peninsula there is little road traffic, other than those who trade for the towns' craftspeople's famed goods, and the coastal patrols. Most ships will port at Tengainzya unless they have specific business in Henziyuno, with the exception of the Burning Wave, a small group of raiders that operate out of the town.

The Town

Situated in the Three-Step Lagoon, the town sits nestled in low wooded hills, and straddles the Heron River. The coastal road winds through the city and heads north around the peninsula, to Amishi and Miharu, further north. A low wooden wall surrounds the town, and a southern gate and northern gate are closed at bight to all but those who hold travel passes. Overseeing the city is the Monastery of the Circling Way, a small religious community, who also watch the seas for arrivals and foreigners as part of their sacred duty

Population

About 800 people live in Henziyuno proper, about 450 adults and 250 cildren. Most are peasants but there are three main samurai families - the Heici, the Broken Sandal, and the Golden Mask. Around 300 are farmers and fishermen who live inside the town walls for safety, around 70 are craftsmen. There are perhaps 50 warriors total, including those from the samurai families, itinerant pirates and garrisons from the Hairu. 

Henziyuno is primarily a fishing village and as such most of it's industry is related to the sea. Customs men charge tariffs on pirated goods, fishermen ply the waves, divers retrieve treasures, shellfish and seaweed from the depths. Most crafters work on sails, nets and boats, although a small amount of pottery and bronze goods are made locally. The clan trades fro all other things it cannot provide locally - cloth, dyes, medicines, wines and ales, horses, and metals. There is a weekly market in the town where surrounding farmers come and sell their crafts and wares. 

Staying in the Town

For outsiders there are a few options. The Circling Way monastery will provide accommodation for a small gratuity, although it is out of the city, and the fare is meagre and the surroundings austere. Within the town, those with contacts or clan relations, or even better, a letter of introduction from a person of influence, might be invited to stay at one of the three samurai clans houses. These are walled compounds where horses can be stabled. Lastly, there are two small inns for travelers, although neither has a stable - horses must be kept in a separate stable.

Government

Strictly speaking, Henziyuno is a protectorate of the Hairu clan, and administers it in the Emperor's name. A headman is appointed every three years, and practically, unless there are issues of health or a petition to the Hairu clan protesting the appointment, this is a position for life. The current headman is Magistrate Chusedui of the Broken Sandal clan. He is in early middle age, and is well respected by people in the town, although some see him as too deferential to the distant clan lords over local matters. Chusedui enforces the law through his Chief Inspector, Imada, and his three enforcers. mostly they detect infringements to the law and bring cases before Chusedui to judge. Their jurisdiction is limited to the town and the farms beyond and they are not equipped or entitled to take on, for example, bandits on the fringes of the civilized lands.

The other side of the government is the local boss, Henekuo the Blue, a small time underworld figure who runs a gambling house and keeps crime and smuggling to a minimum. an uneasy truce between the law and lawbreakers exists that acts as a vital safety valve for the usually tightly controlled townspeople to gamble, drink, smuggle and fornicate outside of the controlling eye of the magistrate. Henekuo runs one of the towns two inns, and an associated gambling house. 

Places of Interest

The Blue Man Inn

A small inn with four rooms, this unassuming place also has a back area, where gambling and prostitution take place. The place is run by Henekuo the Blue, but the front man is Ghen, who works hard to keep the place well run.

The Customs House

On the waterfront, Ora the Customsman inspects each boat for goods and imposes a tariff according to his ancient scroll of imports. Books or religious material, or items that might impart knowledge of the world outside of Vormain are impounded as dangerous. Foreign cults are regarded as a deadly danger to sacred lands. 

The Circling Way

A mystic monastery dedicated to moving Jenjuism, this place is dedicated to mystic insights, and martial arts practice. It sponsors an annual tournament and the winner is awarded the red shirt of Gunnui. The current head is Abbot Osodero, a female martial arts instructor and master of unarmed combat.

Broken Sandal Clan Compound

A large walled mansion, this place also acts as the local seat of government. Messages arrive here, orders are carried out, and official records are kept here. But this is also the ancestral home of the Broken Sandals, an ancient warrior caste clan. Although the magistrate executes the will of the Emperor, the Broken Sandal is ruled by the matriarchal Innaga-Hue who manages the clan wealth and was instrumental in gaining the position of magistrate for her nephew Chusedui. The head of the family guards is Gengo Twelve-Swords, who famously died but was returned from the lands of the dead with a dozen swords gifted to him by his ancestors.

Three-Step Lagoon

This serene lagoon is the mouth of the Heron river, and forms a deep and calm port for the ships who ply the coast. A long sandbar protects the lagoon, and local officials measure depths every year to ensure the bay is deep enough for the ships. The lagoon teems with life - shellfish, crustaceans, and flatfish, and the lagoon is full of fishermen and men with nets and scoops during the warmer months. The 'Three Steps' refers to three extremely deep parts of the lagoon where Inzayuma stepped forth to defeat the Eater of Men.

Oshino Wood

About an hours walk from the village inland is a tangled skein of woods and brambles known as Oshino's wood, after the ancient kami that resides there. Fox hsunchen and wild spirits are known to reside there - not necessarily evil, but scornful and careless with human life. 

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People of the Town

Henekuo the Blue

Henekuo is a middle aged man, wiry and dressed on good peasant clothes. Henekuo has always been fascinated by games of chance and this has led him to a life of low-key crime, running a brothel and gambling house with the tacit approval of the warrior clans, and buying and selling smuggled goods from the traders and pirates that visit the ports nearby.

Henekuo has a halo of wiry red hair, and is covered in a network of spidery tattoos. He loves games of skill and chance and never misses an opportunity to play a new game or indulge in Ogo, the pebble game, his favourite. Henekuo is married to Ama Two-Cauldrons.

Innaga-Hue

Innaga Hue is in her fifties, a matriarch of the Broken Sandal clan and the true ruler of the warrior caste of Henziyuno. In her youth she was a champion archer and huntress, but as her duties grew greater she spends less time in the wilds. Her daughter Amari-A is currently finishing school at the capital, and Innaga advises her nephew on the best actions to take. Innaga is advised by the witch Tohomi, who has warned her that a great change is coming, and as a consequence Innaga's greatest impulse is to maintain the status quo and their ancient way of life. She consequently disapproves of the pirates and the wealth they bring, but will do nothing against it while they are blessed by the Hairu clan. 

Innage is a slightly overweight woman with long grey hair. She has a red tattoo of a swallow on her right hand. 

Chusedui, Head Man of the Warrior Caste

Chusedui has led a life of relative privilege, and does not let those he meets forget it. He is deferential to his aunt Innaga, and visitors from the capital, but to most others he is remote and haughty. This extends to his dealings with the Heici and Golden Mask clans, who tolerate this condescension as long as Chusedui does not overreach his power. Under his leadership the boat is never rocked. however, Chusedui has ideas of gaining some influence with the Hairu clan, and seeks to elevate his position by taking gifts from the pirates in the area, unbeknownst to his aunt. 

Gengo Twelve-Swords The head of the household warriors, Gengo is a middle aged man with jet black hair with a single shock of white. He sports a large moustache and is tall and heavy-set. He is slow to move but near indestructable once he draws his sword. He was killed in a duel and brought back to life by a White Nun. He now owes them for his life and must assist them if asked. He takes this very seriously. He will not speak of his time in the Hells, but it is known he has a dozen extraordinary magical swords he returned from death clutching in his arms. He rotates their use, but will not discuss them or their powers. One was stolen once and Gengo took three mens lives to retrieve it, not sleeping until it was done.

Abbot Osodero

Osodero is a devotee of Jenjuism, the mystic discipline of stillness in the midst of movement. This ascetic movement teaches hard work and forebearance, and strict martial discipline. Once a year Osodero organises a martial arts competition, which is part ceremony and part heroquest. The winner is invited to instruct the next year. Osodero was a travelling fighting monk for many years before winning the tournament and retiring to the monastery, eventualy becoming it's head. He has a military bearing, and is lean and muscular. He wears his hair in a huge topknot.

Ondo Green-Eye

Ondo is the head of the Heici clan, one of the three warrior clans of the town. Ondo is in his early thirties, and active to the point of hyperactivity. He is known to hunt frequently, and unusually has his own sailboat, which he uses to fish and sail for his own amusement. Sometimes he will even travel with pirates on their expeditions. He cares little for the staid morals of the town bureaucracy, and his eyes are always on an adventure and glory. He has one brown eye and one green eye, the result of an adventure on a remote island.

Ondo is a small wiry man with an intense gaze. He wears a full beard. Unknown to all, the unmarried Ondo is carrying on a romance with a fox woman in the western forests.

Jono No-Breath, Headman of the Peasants

Jono is a good natured and jovial diver of pearls and other treasures. He can stay underwater for seemingly impossibly long periods of time, and he uses this skill to talk at length on any topic. He is passionate about the welfare of the town and it's people, but is often unsure of what to do about it -on the one hand he respects the ancient ways of life, and in other ways he sees how the Hairu and the pirates have bought money and stability to the town. He is proud of his abilities to bring money to his family through his craft. He speaks of the deep waters where he swims, and the sirens who live down thee, calling from him to join them.

Huto the Hunter

Huto is the primary hunter of the town, and a devotee of the hunter god. He has the ability to speak to the creatures of the forest, and kills them with the gentle cut to ensure their spirits pass tot he next world. Huto is very holy, and has great reverence for all the spirits and kami of the woods and the seas. Huto has a full black beard and long wild hair tied back into a ponytail. He has a wife, Seiro, and many children. He often disappears into the woods for weeks at a time.

Inspector Imada

Inspector Imada is the chief tariff collector and policeman of the town. He is an intelligent and methodical man and a keen student of human nature. He is above any corruption himself, although he sees and accepts some of the bribery and corruption in the town around him as a necessary evil. He has a professional respect for and friendship with Henekuo.

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Tohomi the Sea Witch

Tohomi is a stick thin woman in her early twenties with pale green skin. She is a servant of water spirits, and serves the Kami of the lagoon. She has access to a number of spirits, both from nature and the land of the dead, and can prophecy with some accuracy, although not with reliable frequency. As a child Tohomi fell overboard and drowned - but washed up seemingly alive, but different. She enjoys speaking to spirits and the living, and enjoys the company of both, though never at the same time. She can often be heard alone laughing and chatting to the invisible world. 

Inu Inkfingers

Inu is a clerk serving the three warrior families of the town. He writes messages for them and translates letters that arrive from afar. He is also archivist for the town and keeps many records - mostly of lineage and records of birth and wills and deeds. He relishes his role as keeper of secrets but will not give them up easily.

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The Hero Wars in Henziyuno.

Henziyuno is largely a sleepy little port nestled on coastal hills, with fine hunting forests and a sedate river running through it. A status quo seems to exist within the town, with little conflict. So what will propel adventure and change in this place? What will the Hero Wars bring to Henziyuno?

Magasta's Daughter!

Long Sleeping, the mother of monsters awakens and threatens the outer islands, crossing into Vormain itself. She is horrific to behold, and in herself she also spawns many other creatures that herald her arrival. While not chaotic, she is destructive, and she threatens many coastal towns and outlying islands. At the Emperor's order, the pirate fleet is sent to intercept it to prevent the great creature setting foot on the sacred soil of Vormain.

The Wizard Cult

The introduction of the Cult of Dormal and the increased importation of goods through piracy has led to much knowledge being introduced into Vormain. Most is kept in the black vaults of the Emperor's most devoted scribes and scholars, but a few have escaped. One tome of wizardly magic, with some accompanying tools was captured during a pirate raid and was not reported tot he authorities. It has led to a small but powerful secret cabal of wizards, who are using their power secretly and subtly to influence the Imperial Court and consolidate their own power. Priests who normally receive divinations of threats to the Emperor are getting only confused and garbled messages, for what reason it is not clear.

Their leader maintains his own unsanctioned assassins guild. The cult is unknown and its discovery will most likely set off fear and paranoia in the ranks of government, with many innocent people implicated. No doubt the cult has already selected its patsies in that eventuality.

Pirate Rebellion

The Pirates are becoming wealthy - wealthy enough to be able to challenge the stablished rule in many places. In others their wealth is destabilising the existing social order and making nobles and warriors chafing at parvenu pirates. There have been scuffles, arrests, and executions. Things will come to a head very soon, and it is unclear whether the new warlords or the established regime will triumph. Many pirates have feet in both camps - how will they rect when forced to choose?

The Duma-Tiwa Conspiracy

Three lesser clans are chafing under the Hairu hegemony. Without a legitimate way to challenge the power of the clan, they have set up a secret agreement to thwart and stop the Hairu clan and undermine their wealth, power and influence in any way they can. One of their main plans is to ensure the death of the heir to the Hairu clan. They will deal with anyone and anything to help make this come to pass.

Hidden Chaos

Long isolation and stagnation have led to two dark chaos cults - Thanatar and Krarsht - to thrive in secret amongst those with dark desire and ambition. Their goal is to overthrow the Sun Emperor once more, and re-enact the Great Darkness to bring their Gods back into power. The Skull Witch Henzo-Ai has been gathering his power, and treading long forgotten paths in the Hero plane to gather power and challenge the power of the gods.

The Schism of Jenju

A warrior monk travels the hero plane and discovers the lie of Jenju. He returns and spreads the heresy of the White Ginko Tree. After much agitation the monk is crucified for heresy but the old paths of questing for the Jenju cult are damaged and the cult is split into two. At the great tournaments the heroquest of Jenju the Champion must be enacted - who will win?

The Wolf Fox

In times of wealth, time can be taken to clear land for rice paddies for leaner times. But too much land has been cleared by the greedy, and the Kami of the wood is angered - she sends Jupnir, the wolf fox, to drive away the people and punish them for their lack of respect. The wolf fox spreads disease and devours those who enter the forest, and gathers the enemies of mankind to its side.

The Quomb Revolt The silent Quomb who neither eat nor sleep have worked as suicide slaves for the Vormaini since the Dawn. Taken away from their homeland they slowly weaken and die, but they are nonetheless common as slaves throughout the isles. 

But the unheard of has happened - there have been instances of Quomb rebelling, killing their masters, or trying to escape. Nobody is sure what has prompted this but every slave owner is keeping a watchful eye on their quomb.

Rumours abound of a Quomb who heroquested to survive away from his homeland, who wages a guerilla war on behalf of his people.

Pirate War

There is much wealth to be made on the high seas - so much so that the number of pirates has increased tenfold in the last ten years or so. But ships are increasingly avoiding the seas around Vormain, and many conquered areas have already been looted. The pirates are starting to squabble, like so many little barons, about their conquests and spoils. It is only a matter of time before this spills out into full blown war between the pirate barons, and only a short time again before that war spills onto the shores of Vormain. Furthermore, with so many younger warrior sns seeking their fortunes as pirates, there is a shortage of skilled warriors in Vormain itself. Many suppressed foes and dissidents are finding this an ideal time to make ready their plans, whatever they might be.

Expedition to Monster Island

The Emperor in his divine wisdom has ordered a secret expedition to Loral Island. Why,nobody knows - only a single sage who must be protected at all costs knows. Warriors and nobles vie for the favour of the Emperor by volunteering for this suicide mission.

The Path of the Wanderer

Many have taken to the path of the wanderer - emulating the Storm God's wanderings by walking Vormain and righting wrongs. But many of those in power resent these wandering bounty hunters and justice seekers, however they have rights from their cult and their standing in society. Several corrupt minor nobles have already been taken down by these meddlers. How long will the powerful stand by and let this threat stand?

Wednesday, January 8, 2025

The Cult of Kyou the river goddess of Eastern Tokan, Vormain


Kyou

I. Mythos and History

Kyou is a child of the Pure Ocean and the Celestial Rain. Kyou was born during the fifth dynasty and explored the virgin lands of Vormain, delighting in the creatures and wildlife she found there. She had explored far west into the Kussharu mountains when the first Chaos war began.

When chaos destroyed the spike, many sea gods leapt into the hole to try to plug it. Most were destroyed. The Homeward Ocean began to succeed and all the waters of the world flowed to him to lend him their powers. Kyou heard the call far west at Lake Kussharu, and immediately tried to return to the sea. She cut a valley to the rock to make her way back to the Ocean. The Bad Emperor, Cold Sun, sent the Chaos Sea to pollute the Koro Valley. Kyou was warned by her sacred geese, and split herself into seven different streams to confuse the Chaos Sea and prevent him from invading and polluting the valley with chaos.

During Time, Kyou has had a small but persistent worship from the clans and tribes of the Koro Valley. During the Indigo Rebellion, Prince Sahpo proved himself to be her husband in a ritual marriage, and was able to confuse and misdirect his enemies in order to establish his Princedom. The Bear Women of the Koro Hills claim sisterhood with Kyou and mutual aid. The cult of Kyou was recognised by the 18th dynasty formally as part of the Imperial line of deities as a result of the cult Hero, Bikky Cloudshirt, heroquesting to prove the goddess' lineage. 

II. Cult Ecology

The cult exists to protect the ecology of the Kyou river and the Koro river basin and delta, keeping the region strong and the waterways clear and many, to confuse invaders. Fisher people, boat people, hunters and farmers of the Koro valley alike need the favour of Kyou for their livelihood.

Kyou's priests and Rune Masters are friends to the local tribes and clans that call the Koro valley their home. Their wellbeing is the cult's prime concern. The cult of Kyou does not often concern itself in wider Imperial politics.

Kyou is friendly to the sun cults of the Imperial family, and is hostile to chaos cults, in particular the Cold Sun. She is neutral to storm and warrior gods, but is hostile to the rain dragons and sea antigods. 

Kyou's holy days occur on the waterday of every movement week. The cult high holy day is in Sea Season, when Kyou defended the valley from the Chaos Sea. These occur at Kyou's Rock, a great rope and silk swathed rock deep within the wetlands. These holy days are often spectacular, with barges and boats arriving from throughout the wetlands. Clans and villages throughout the valley gift the worshipers food, floral offerings and sacred waters from throughout the valley.

III. The Cult In the World

Kyou is worshipped only in the Koro Valley, but worshippers are accepted by other river and agricultural gods throughout Vormain. Simlarly, other worshipers of other gods related to wetlands, rivers and wetland agriculture are welcome at Kyou's ceremonies. 

Kyou has two major temples - Kyou's rock, a great stone sticking out of the swamp, tied with great dyed ropes, and adorned with silks and flowers; and the Barge of Mists, a mobile temple manned by worshipers bringing blessing throughout the valley. Kyou's rock is also the site of a sacred spring and is sometimes known as the Tower of Mists. There are nearly a dozen minor temples scattered throughout the valley, with the westernmost being at Lake Kussharu, and the easternmost being in the village of Shakkotan. 

The cult finds itself unwillingly being entangled in political affairs due to the increasing political influence of the Huron clan in the region, and their efforts to eradicate the rebel remnants of the Fields of Purple Orchids clan in the region. In addition, the cult now finds itself entangled with the cult of Tsankth, due to the growing influence of the wealthy pirates in the region. 

Each of the minor temples is governed by a priest or acolyte and has jurisdiction over one or many shrines, some of which are secret and some of which are well known. Shrines to Kyou teach Float. 

Aside from Kyou's rock, there are two other major holy places for the cult of Kyou. The first is Kyou's gorge, where the goddess cut a path through the rock at the edge of Lake Kussharu to answer the call of the Oceans. The second is the Pool of Moshiri, the daughter of Kyou. It is her home and sacred place.

IV. Initiate Membership

The cult accepts members as initiates who have boating of at least 50%, and tests for plant lore, animal lore, swim, and conceal. Initiates must have lived in the Koro Valley for at least two years .

Initiates must vow to protect the valley wetlands and obey the laws set down by their priest. They must tithe 10% of their wealth each holy day and 10% of their time. There are no restrictions on membership to other cults. Initiates may learn shamanism and sorcery if they wish. The cult provides training in the skills of Boat, Net Attack, River Lore, Swim, Swim Quietly, Taste, and World Lore, for as many hours of training as they spend serving the cult.

Initiates may sacrifice a point of power for a companion goose - this is a normal, obedient and well-trained goose with no special intelligence or skills. They mat sacrifice for one-use divine spells, and obtain normal divine Intervention, although it is limited to calling on aid while in the Koro river valley.

Spirit Magic: Extinguish, Glue, Mobility, River Eye

V. Acolyte Membership

The cult has no special requirements for those wishing to become acolytes.

VI. Mist Priest Membership

Mist Priests interpret and determine the needs of the wetlands and then communicate and act apon them. They speak for the goddess is spiritual matters, delivering her requests and demands, they maintain the river's importance in the valley amongst the clans and kingdom. They are responsible for detecting and preventing pollution of the wetlands and impure usage of her waters. They also serve as mediators and go-betweens for the water-travelling boat people of the wetlands. 

A candidate for priest must have been an initiate or acolyte for at least three years, must speak Boatspeech at at least 30% and must have Swim of at least 90%. They must have at least one other skill at 90% from the following list; Boat, Spear Attack, River Lore, Swim quietly, and Taste. They must meet all other standard requirements for a priest, including 100 points total of ritual skills, and 10 points of divine spells. 

A Mist Priest must not sleep more than two nights outside of the Koro Valley, unless on Imperial business. They must regularly inspect and patrol the portion of the wetlands for which their temple or shrine is responsible. They must make a pilgrimage at least once a year to Kyou's rock, and once a year to the Pool of Mishiri. They must answer the summons of the high priest and is responsible for safeguarding the hunters and traders in the wetlands. They must attempt to keep non-cult water traffic off the wetlands. A donation of 1 penny a day is regarded as standard for temporary inititiation for travellers, though this may be increased or reduced at the priests discretion. 

Mist priests have the usual benefits of priesthood, including support, POW increase rolls, and spirit magic. They gain the ability to breathe underwater for up to 15 minutes, and have access to divine intervention anywhere in Vormain, even outside the Koro river valley. 

Common Divine Magic: Divination, Excommunicate, Find Enemy, Sanctify, Soul Sight, Spellteaching, Summon Naiad, Summon Undine, Worship Kyou, Summon Dryad.

Special Divine Magic: Breathe Water, Command Undine, Fire Shield, Float

VII Special Kyou Skills

Boatspeech (Communication 00): This is the cult language for all river and wetland cults throughout Glorantha. 

Wetland Lore (Knowledge 00%): This lore represents knowledge of the ecology of the koro river valley. It combined knowledge of Geology, Physical Effects, animals and plants, and gives knowledge not only about the normal attributes of the valley, but also the effects on the ecology of any outside changes. 

Swim Quietly (Stealth 05%): If this skill is used successfully, the user can move in water without making any disturbance or noise, even to any fish or waterfowl in or near the water. The swimmer moves at a normal swim rate. this skill may never be higher than a character's Swim skill.

VIII Special Kyou Spirit Spell

River Eyes 1 Point
ranged, temporal, active, reusable
This spell allows the caster to see through water as if looking through air. It effectively eliminates all reflections and diffractions, and renders murky water clear and see-through.

IX Special Kyou Divine Spell

Fire Shield 1 Point
ranged, temporal, non-stackable, one-use
This spell reduces all damage from fire-related attacks on the recipient by one-half (drop fractions) for the duration of the spell, after armour and protective magic is taken into account.

X Subcults

Moshiri
Moshiri is Kyou's daughter. When the Impure Demons flooded the land, she saw many fallen warriors and her heart was moved to pity. She travelled far and learned how to once again purify the land. She is now a symbol of the healing waters of her springs. Moshiri provides the spell of Purify Water to the cult.

Aniu Blackpool
This demon was defeated by Kyou during the chaos wars, and saw the errors of her way. She now serves as the cults spirit of reprisal. She will attack the first time the apostate comes within 10m of a body of water (river, pool, lagoon) within the Koro Valley wetlands. She manifests as a large (7 cubic meter) undine with 72 HP, 50 STR, and move 12 underwater or 3 across land. Her POW is 30 and her INT is 10, but she only attacks physically until her body is destroyed or her foe is dead, or her target moves more than 30m away from a body of water. She attacks initiates only once, but priests and acolytes once per year of service with the cult.

XI Moshiri Subcult Divine Spell

Purify Water 1 point
ceremony ritual, stackable, reusable
This spell calls all particulate matter in a 10 cubic meter volume of water to settle. It will not work on living tissue (such as blood) or on matter dissolved in water (such as salt). This spell can also be used to create cult holy water by casting it on a small volume (1 liter or less) of distilled water or spring water cleansed of all contaminants. such water is used in worship services. It is also useful against vampires, who are harmed by the touch of holy water (1d6 non-regeneratable damage per vial) and cannot cross a line of it poured on the ground.

XXII Associated Cults

Atuy Boatbuilder
Atuy assisted Kyou to return to the ocean, lending her his flatboat and teaching her how to make reed boats so her people could hunt and fish to survive the chaos wars. Since the opening Atuy has now become closely associated with the long dormant pirate god Tskanth, and the foreign cult of Dormal. 

Star Eagle
When the Star Eagle first showed himself to Yamoyenukah, first chief of the Star Eagles, he had been hiding since the God times, since Kyou had shown him how to hide and protect himself and his people so that when their time was right he would be strong for them. 

XXIII Miscellaneous Notes

Aquatic Races
While the vast majority of worshipers of Kyou are human, there is a small community of newt-people within the valley, who worship Kyou as their protectress, and a small proportion of the fish and bird species of the valley are intelligent, and often join the cult. Jumara the goose and Bluegill the fish are two known examples of this. 

Temples
A temple or shrine to Kyou is usually located on an island in the wetlands only accessible by boat, where a spring or freshwater pool exists. Uusually bathing or washing in the spring or pool is a part of the ceremony of the temple.

Geese
Geese are holy animals to Kyou and no initiate or priest may harm or kill a goose. Conversely, even the surliest geese are peaceful and nonviolent in the presence of a priest or initiate of Kyou.

Frog Masks These masks were originally invented during the Maple Leaf rebellion (circa 1200 ST) though the secret of their creation has been lost. These masks, when donned, allow the user to breathe and see underwater as if they were on land for 1 hour. After that the mask must sit in air for an equal amount of time to rejuvenate its powers, after which it can be used again. During the Maple Leaf rebellion it was used to carry secret messages back and forth across the wetlands without detection against the agents of the corrupt 20th dynasty. 

Friday, July 14, 2023

Runequest: The Saga of the Star Eagles


Vormain, Fire Season, 1615

Early in Fire Season, three soldiers of the Star Eagle clan are training in the hot sun along with the rest of their squad, under the watchful eye of Sergeant Uk. They step forward to do their weapon drills against a millet reed dummy. First is Rukoro, from a warrior family, as quick with his tongue as a sword, hot-headed and secretive, he slashes at the dummy with his broadsword.

Next Sergeant Uk calls forward Mankoro, a tall and lanky river person, almost like a heron herself, so angular, she takes three tries to skewer the dummy with her spear. She swears gruffly, channelling her hatred of millet. She is accompanied always by her spirit goose, Gunsei. Finally Sergeant Uk calls on Taitai, gently mocking her unusual name, but he uses a more respectful tone after seeing her excellent swordwork.

The platoon breaks for lunch, and the soldiers see a clan elder, Churash, come and speak with Sergeant Uk. He calls the three soldiers over, and Churash asks them to come with her. She leads them to the clan winter hall, where out front is a blanket where several clan elders watch a tired looking boy wolf down oyster stew. 

Churash recounts the tale; the boy is Resak, from a farm about a days travel upstream. His father was badly injured by cuts from a strange weed that sprang up overnight in his fields. The boy himself was cut trying to rescue his father, who is alive but gravely injured. The clan leaders are concerned very much by this and wish for the soldiers to investigate. They have never heard of such a thing before and it reeks of impure magic.

The trio ready themselves to set off on Mankoro's raft. The boy is dutiful but it is plain he is exhausted and would prefer to leave after a rest overnight. However they decide to press on and the boy does not complain. Mankoro expertly navigates the wetlands until darkness falls and they camp beside the river. Taitai notices the exhausted boy is running a fever. He seems possessed by a disease spirit of some kind. He does not seem in danger, though, and they help him sleep.

In the morning, Manroko tries to fish up a breakfast but fails, while Taitai forages a bountiful breakfast of berries, roots, nuts etc. Furthermore Taitai makes an incredible discovery - a golden wild millet bushel, richer and fuller than any she has ever seen. She carefully uproots the plant and seeds and takes them to the boat while he others eat.

After a short trip further upriver, they moor the raft and head inland. Resak is exhausted and Taitai carries him. The day is beautiful - warm, with white billowing clouds. They come over a hill and see a hunting camp, with the insignia of the powerful Huron clan. There are about twenty people in the richly dyed pavilion. The trio are unsure about the legality of the Huon hunting in these lands, but decide not to challenge them. They take a wide berth - far enough away to be visible but not to interact.

Finally they reach the farm, where a woman rushes out to greet them and her son. The family is reunited. They visit the farmer who is resting inside - they view his banadaged wounds and he describes how he saw weeds in his millet field and pushed through the plants but was badly cut. his wife and son rescued him. He remembers a few weeks before, dandelion like airborne seeds coming out of the forest. He swears that they have not done anything to anger the forest kami, and make all the usual sacrifices.

The adventurers go out to the field and examine the blade-leaf plants. The leaves are razor sharp, but the plant does not seem to move or be malicious. they examine the plants and dig around the roots carefully, avoiding the leaves, and discover the plants can be uprooted. Carefully they uproot all of the plants they can find and set them on fire. They decide the plants themselves are some sort of chaos manifestation and decide to follow the source of the seeds into the woods.

They sleep overnight at the farmhouse and in the morning get up early and head out into the forest. The forest is mostly tall well spaced out birches, but the ground is uneven - a series of ridges they traverse over into a valley, then onto the next ridge. They track the sword plants - they are scattered in a clear trail - they have not grown as much in the darker forest, and are not much of a threat, and a scattered widely. Their sharp leaves are not so dangerous. The party finally comes to a clearing on the top of a ridge - where they see an enormous gnarled old tree, with the same blade like leaves. All around are scattered shaped stones - this appears to be the ruins of some great temple, perhaps from before the 16th dynasty (the dynasty where the Emperor resurrected himself from hell and saved the world). 

From the tree a humanoid figure, weary and ancient, detaches himself. An aldryami or dryad, though they have never seen such a thing before. It introduces itself as the guardian, and explains that the seeds are the trees way of calling for heroes to wield Grasscutter, the sword once wielded by great heroes. The need for it has come again and the tree has sensed this. The guardian asks if any are up for the challenge to prove themselves worth of the sword. Rukoro steps forward first, and the guardian bids him kneel, and creates a small ceremonial circle w=using coloured powders from a pouch, and places a mask on Rukoro's face.

Rukoro opens his eyes to find he is the culture hero, Oin. His mentor stands before him, an old man, and tells him he may have grasscutter if he shows he has mastered combat. The two will fight to first blood. They rush at each other but the old man strikes Rukoro swiftly, severing his leg. He wakes, and the mask falls from his face, and he sees that his leg, while severed, has been replaced with a wooden leg, like an aldryami. The guardian is distraught that he has failed the test and asks if one of the others will try. Taitai tries next, and fails, also losing her leg! She awakens with a leg made of gnarled wood as well. Finally Mankoro tries, and fails - she is struck in the head, but it is not severed, and she wakes to her normal head - thankfully not a wooden one. The guardian cries bitter tears that none of the heroes are great enough to succeed. Rukoro, shamed by these tears, offers to try a second time. He steps once more into the living myth, and faces his mythic mentor once more. This time they both strike at once and Rukuro strikes the old man. Joyfully the old man passes Grasscutter to Rukoro, who awakens with the green-leafed sword in his hands.

The guardian is overjoyed, and thanks Rukoro. As they watch he returns into the body of the tree and the tree starts to wither, the leaves wither and disappear, and it becomes just another normal, ancient tree in the forest. Marvelling at their new prize, and their bizarre limbs, they gather their severed legs and return to the farmhouse... 

Sunday, August 14, 2022

Ultraviolet Grasslands D&D 5th Edition with Kids - episode 22

 13/8/2022

Having decided to explore the tomb of the Dragon Who Rises, they join the archeologists and head south, off the trail to the Way Stone, through the arid rust desert. After two days travel they reach a small valley, framed by rusted and graffiti'ed ruins, and in the centre is an incredible crystal flower, over 70 meters tall. It is pristine as if it was created that morning. They approach, and a small spherical droid rolls out of a hole, and sprouts two little arms. They see that the valley is full of lots of these little burrows. They debate trying to steal the robot, or trying to get it as a pet, but eventually decide to leave the crystal flower alone, and they head away. As they leave, they see two hooded figures - limelanders who are dressed as monks. Asmodeus steps up and bellows at the, and, intimidated, they hurry away to the East.



Two further days away they come over a crest and behold the valley in which the tomb lies. There are three huge collapsed arms or pylons, which obviously used to frame the valley in an angle, but now are a twisted and ruined husk. In the centre of the valley is a lake, covered in a thick layer of rust and desert dust, but it ripples gently in the breeze and so is obviously sitting on top of liquid. At the far end of the valley is a thin pillar of smoke.

Shgalang sneaks over to the pillar of smoke, and sees a large man, almost a giant, sitting in a well-established campsite, with a hut made of debris, cooking a meal. He introduces himself, and the large man introduces himself as Ottokar. Shgalang hunts a crab-deer and makes Ottokar a lavish meal, and even manages, somewhat impressively, to scavenge enough wild ingredients to make a cake! Ottokar is intrigued by the Kenku bird-man and they soon are talking like old friends.

Meanwhile Stanton casts detect magic, and sees no magic in the valley but detects only the Sina and Xina are magical. He asks them why they are registering as magical and they tell him to mind his own business. Asmodeus sets up a camp, and the archeologists set up their yurt. Asmodeus goes hunting and gets two antler rabbits, and cooks them. 

Meanwhile Stanton is determined to try and identify the location of the tomb. He transforms into an alligator and plunges into the lake - and emerges moments later, his snout burning and streaming - the whole lake is made of mercury! He is poisoned but rests to recover. 

He ponders what to do - and decides to detect the location of the nearest dragon scale - and gets about 300 feet straight down. He transforms into a badger and digs down - and at about 150 feet he finds a stone, digs around the mortar, and finds himself in a tunnel. He widens the tunnel while he can retain the form of the badger (he wanted a giant badger but had never seen one). 

The expedition (leaving Gilded 3-era and Ottokar on the surface to guard the gear) clamber down a rope slung down the tunnel, and find themselves in a corridor stretching out in both directions. They choose one direction and soon come across a huge animated snake skeleton! It blasts lightning at them, and they shoot and hack at it. Sina is charmed by the creature, but Stanton conjures two dire wolves and they fall on the creature and tear it apart. Montague pockets the two large rubies that make the eyes of the creature.

They find themselves in front of a large stone door, inscribed with ruins that Asmodeus identifies as draconic in origin, but he is unable to translate them. They decide to open it, and they cut the first seal and ... an enormous fireball erupts out of nowhere, burning them all horribly. Nobody is killed, but they are badly burned and they retreat tot he surface to camp overnight and take a long rest.

The next morning they clamber down the badger tunnel again. They gingerly cut the remainder of the seals - no more fireballs. They roll the door open - inside is a chamber filled with chains. In the centre is a huge scarlet figure swathed in chains - it growls at them to leave or suffer destruction. Stanton casts Moonbeam, causing it to growl in pain, and it lashes at him with multiple animated chains, ripping deeply into his flesh and binding him in chains. As an Eldaren he teleports 30' away, nearly dead. They attack the creature - Xina zaps it twice with a lightning bolt wand, but the creature slashes her and she falls. Finally they are able to strike the creature down with a couple of crossbow bolts and it disappears under Sina's furious blows. Stanton rushes forward and revives Xina. They review the now empty room still smelling of infernal sulphur and blood...

Saturday, August 13, 2022

Ultraviolet Grasslands D&D 5th Ed. with Kids: Episode 21

 8/8/2022

Back at the Last Serai, the crew pays sages and dig around the ancient libraries for research on treasures . Stanton becomes obsessed with the legendary 'Radiation Dragons' and wonders how he might be able to acquire an egg. He pays a sage a large sum of money who is able to inform him of their ancestral roosting grounds, far to the north of the Moon-Facing Ford. 

Shgalang and Jack spend some of their loot on Strider Birds - the same ones the riders ins ervice of the big-head ride. They are very comfortable on them as they are both small sized. Asmodeus, while searching for information on the radiation dragons, is recognised as a hero of the revolution, and gifted a book on the creatures of the Grasslands by a grateful alley merchant. 

They eventually decide to set off - still unsure as to whether they are still seeking the fireblade, or a radiation dragon or something else. They decide to head to the Waystone, and provision up before heading east into the desert. The way is dry and gruelling - they are albe to carry ample provisions for themselves and their animals as they rely on the druid to cast create water once a day for them. On the second day they enter a deep and fierce rust storm, which rages around the Waystone incessantly. 

A couple of days in, and it is tough going, they see an enormous shape heading towards them - a giant semi-mechanical centipede like creature, as big as a Dune sandworm. They quickly take cover, and manage to hide. It lumbers past them - luckily not noticing them.


In a couple more days they make their way to the Waystone. to their disappointment there is no settlement there - only a few yurts half buried in the storm sand. They present themselves at the Yurt and are welcomed in by a dwarf, two oranglenader twins and a porcelain prince. They introduce themselves as Laszlo Montague, dwarf archeologist, late of the Violet city, Sena and Xina, twin adventurers from the Orangelands, and a rogue polybody, Gilded 3-Era. They are on a contract with the University of the Violet City to uncover the famed tomb of the Dragon Who Rises. 

They offer hospitality, and seem friendly enough. The group offer themselves as guards and hired swords for the expedition. Laszlo agrees, and they strike a deal for a 50/50 split, once the University guaranteed cost of 70k is recouped. 

They rest for a couple of days at the Waystone, and then pack up the yurts and head south. On the first day out, through the storm and rust, they see a strange creature - what looks like a young man grafted onto a centipede body, with a shelter or gazebo on its massive back. It seems aggressive and insane, and screams at them for them to pay the price for it's wisdom. They ask what the price is and it demands a bone from a living creature. They briefly, as they like to do, debate whether to betray one of their own, or slaughter on of their beasts, but finally decide to fight the bizarre creature. After a fierce battle they kill it. Asmodeus tries to find it in his book of Grasslands creatures, and sees it listed as the 'Dispenser of Wisdom' - a creature that has plagued this area for many decades.

Thursday, August 11, 2022

Ultraviolet Grasslands D&D 5th with Kids - Episode 20

 30/7/2022

Ignoring the Bat-Lions, they see on the Chromium Dome strange markings that they, after some study, identify as musical notes. They recite the notes (Purple Haze) and a door melts open in the side of the dome. They attempt to scoop up the metal but it has solidified again. They enter the Dome. Inside are many malachite rods - ancient recording devices with music recorded onto them. 

They decide to return to the Last Serai with their loot. First, they decide to take a detour to the legendary autofarm, mentioned on Nanfoodle's datapad.  There they see bizarre vomish fruits, tended by odd looking biomechanical autocrabs. They attempt to raid the farm, but are driven off by the innumerable crabs. They are badly wounded, but Shgalang manages to capture and incapacitate one. 

As they return, Asmodeus discovers that a burn mark from the death-face in the shape of a dog, rises up and starts to follow him. He seems to have inadvertantly adopted a shadow dog, a ghostly slightly radioactive spirit of a dog, visible only in certain lights and angles. He names it 'Jeremy'.


They return to the Last Serai and sell their wares. Whilst there, Nanfoodle forms a dalliance of sorts with a former polybody who has taken a liking to him. Aware their romance is doomed, they idle away a few pleasant days together. 

Sunday, July 24, 2022

Ultraviolet Grasslands (with 12 year old boys) - episode 19

24 July 2022

The Kenku (Shgalana), Eladrin (Stanton) and Gnome (Namfoodle Nackiestumble) scout closer to the Porcelain Citadel. Shgalana's keen eyesight is able to see from afar, the Great Head flying afar to the south. They discuss whether to attack it but decide it would be suicidal. The next day Shgalana sees bird riders from the head arrive at the Porcelain Citadel, where defences are being created and walkers  and slaves are working to beef up defences. It looks like some sort of alliance between the Big Head and the Porcelain Princes is underway.

They return to the revolutionary army of the Last Serai and report what they've seen. They propose an attack or a capture of the Big Head. The general agrees, and they are given possession of a ground to air shoulder mounted missile. Sadly as both Shgalana and gnome are tiny, they would need both of them to fire it. They give it to Stanton to carry.

They travel out into the Limelands again and suffer terrible itching and rashes from the static storms. As they push their way through the dry grasses they encounter a patrol - three porcelain shareminds and two armed slaves. They immediately drop prone as do their enemies. There is a standoff but Shgalana and Gnome, suing their small size, jungle crawl around and flank the patrol. With the aid of surprise, Shgalana blasts one polybody from existence - leaving only a smoking boot. He quickly takes out the second polybody with the help of elecrical blasts from Namfoodle, but the final polybody blasts Namfoodle with their energy rifle, knocking him back and leaving him a smoking spreadeagled unconscious figure in the long grass. The two slaves flee and Shgalana manages to kill the last polbody, even after his energy rifle runs out of energy and becomes dead weight.

They surmise the polybody is probably in contact with the rest of the hive mind, so they retreat about a kilometer away for a short rest. They see a walker arrive and load up the bodies. They debate attacking it but they are too badly hurt and the porcelain walker lopes off way before they even decide to make a move.

They decide to find the Big Head and take it out. After a few hours though they see, flying high above, ignoring or immune to stuckshards in the sky, a purple bird of ultraviolet hue, so it drops in and out of their visible wavelength depending on how the light hits it. As it flies south, the dry yellow grasslands beneath it become a luscious green, and the see ghostly figures of the rich and vibrant civilizations and people who once lived here, before the great war. As the bird passes overhead they hear a voice ask them if they wish to walk the paths of the past - they both say yes.

They wake up lying in the long grass in the same location. They have no idea how much time has passed. They remember amazing adventures and pleasant travels in the distant past, but only as if in a dream, and the memories fade as quickly. Shgalana holds a solar powered laser pistol in his hand, and Namfoodle has a datapad containing a wikipedia of the ancient grasslands (comprehensive but several thousand years, at least, out of date).

The journey changes their priorities. No longer interested in the petty war between Princes and Dwarfs, they decide they want to follow the path of godhood, and complete the great ceremony of the sandwich to become gods themselves. They also decide they want a base to call their own and they review the datapad for likely locations, and also any references to god nearby to reduce into a god paste for the ceremony.

They find that at the Last Serai there is a Demiurge knwn only as the Rebuilder whose temple is a building the recognise as the shunned 'Ignored Tower'. They find several interesting references to underground installations neaby - a quarry, the Glass House, the Autofarm, and the Chromium Dome. 



They decide on the Dome as the most likely location, and set off immediately north onto the badlands adjoining the Death facing Passage. Straight away a dark and thick Hazestorm engulfs them, and travel is slow and vicibilit poor, but after four days they enter a gulley choked with scree and rubble, and find the dome - less shiny than it once might have been and covered in dust, lichen and rubble. Nearby are three black creatures - enormous feral lions with huge bat wings. Shgalana, with the aid of Namfoodle's jump spell, does a huge war leap to scare them off and intimidates them - they slink away. They appear mostly only interested in keeping safe and warm from the storm. They approach the great silvery dome....



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