Amazon has just two (second-hand) copies of the Sourcebook left. But that’s still more than I found on eBay.
Preliminaries / Introduction: Why you should read this article
I h\ave found a whole bunch of material from my old TORG campaign, which I intend to use through 2024 as the foundation of various articles.
I’m doing this for a number of reasons, which collectively spell out why it’s worth your time to read them (some more than others, I must admit).
1. I can (almost) cut an article off in mid-sentence if I have to – so these will be flexible in an uncertain publishing period.
2. The Aysle material constitutes an excellent demonstration of campaign creation and world-building.
3. Aysle is utterly unlike any D&D world that I know of, and my variant on that is even more so. File off a few serial numbers, change a few names, and you have a unique adventuring environment to either visit or reside in for the duration of a campaign.
4. The Orrorsh material is a lot scarier than the published, official, version – to such an extent that none of the PCs wanted to go there. They had one small taste of it (a freighter adrift at sea) and that was more than enough for them, thank you very much.
- A lot of people found the spell construction system to be confusing. So did I, at first – but once I understood it, I thought it was brilliant. Of course, I tweaked it a little, and – hopefully – explained it a lot more clearly than West End Games did at the time. Again, as house rules go, this is an interesting and robust one for GMs to contemplate.
- Finally, I’ve got a LOT of material that I can reconstitute or recycle, and if I don’t do this with it, it will never see the light of day. The campaign itself, though officially on hiatus, is unlikely to ever restart – not enough time, not enough interest, and I’ve lost touch with most of the old players. But it may be of benefit/interest to other GMs out there – whether they run TORG or not.
Why Some Of This Might Sound Familiar
I know that I’ve mentioned the TORG campaign, and specifically Aysle, on a number of past occasions.
Part 3 of the Plunging Into Game Physics series, Tales from the Ether used it as an example, for example. And I described the Campaign as it turned out in play in Part 2 of my biographical double-post, Dice And Life: Bio of a gamemaster, which I posted to commemorate the 5th anniversary of Campaign Mastery.
This isn’t going to be like those occasions; instead of working from memory, I have my actual campaign construction notes for reference, including some forgotten goodies that the players never figured out / discovered.
But I thought I should point out why it is that some of this material might sound familiar to long-time readers.
Previously
Part 1 addressed the campaign design, and why it made complete sense to me to set the opening adventure in the Cosm of Aysle, centuries before the Probability Wars began, and then delved deeply into the physical construction of the setting and its cosmology.
This part is going to deal with recent history, the politics of the Cosm, and how the first and second adventures synchronize with “modern times” in the Campaign. Inevitably, as part of that, I’ll need to look at some of the Geography.
That’s in theory – in practice, I suspect that parts 2, 3, and 4 will be needed to cover everything.
The Worldbook
Let me start by summarizing everything the World Book – the highlights-only introduction to the Realm and the Cosm – has to say about the politics of Aysle.
.
..
“It is a realm thrown into confusion, a realm split along the lines of two powerful beings who can both claim to be it’s High Lord – Lady Pella Ardinay of the light, and Angar Utherion of the dark.
…
….
…..
“Many of the leaders of the ruling houses are preparing to make their own claims at Total Power. Many are in their vaunted positions because of the oppression of Utherion (who the people thought was Ardinay) and they are reluctant to return to the ways of old which the changed Ardinay is proposing.
“But Lady Ardinay has not yet returned to deal with these issues. She remains on Earth to handle matters there. So, all kinds of mischief is occurring in her absence, especially by the Vikings, who seem most stringent in carrying out Utherion’s original plans.”
The Folk of Aysle
There are, subsequently, summaries of the most important resident species of Aysle, collectively called “Folk”. Some of those summaries also contain political information.
Ayslish (the humans of Aysle)
Polarized into good and bad, depending on which “High Lord” they back.
Dwarves
Oldest race known to exist in Aysle. They live underground in vast cities, but were (somehow) forced into military service by Utherion. Older members of the long-lived race remember the days when Ardinay was peaceable, and the dark days when she seemed to turn. Cynical by nature, they are even less trusting as a result of her ‘miraculous’ changes in attitude.
Vikings
The Vikings embraced the concept of conquest and refused to let go of it. Many crossed Maelstrom Bridges made of water to Earth’s Scandinavia from which they are looting, pillaging, engaging in Piracy, trade, and land-taking throughout Northern Europe. Not all are evil, but the doctrines of their society allow them to terrorize and behave cruelly.
Goblins
Not native to the Cosm, these are humans transformed when the Ayslish World Laws washed over the Realm during the invasion. Some have begun to emigrate back up the Maelstrom Bridge into the Cosm. Big heads, small bodies, tend to be depraved and malicious, and refuse to have anything to do with tools or machinery. They have a penchant for crime, violence, and anti-social behavior.
Half-Folk
When Utherion first invaded the Aysle Cosm, the reality storms transformed some of the Folk into Half-folk – beings who are half-human and half-creature. Varieties include minotaurs, centaurs, harpies, and mer-folk. When Aysle invaded Earth, the same thing happened. First-generation half-folk are never possibility-rated but subsequent generations produce more such – so the only Half-folk Storm Knights originate in the Cosm, at least for now.
…and that’s it.
That’s still enough to raise a number of questions, though.
- Who are these Great Houses and what makes them Great? How many of them are there?
- Where are they located, relative to each other? Who is a neighbor to whom, and what is the optimum arrangement for creating interesting/compelling backstories?<.li>
- What is the internal politics of each “Great House”, and where do they stand, and why?
- Does use of the term “great” imply the existence of Lesser Houses?
- No mention of Elves. It hardly seems like a fantasy world without Elves of some sort. Maybe one of the “Great Houses” is Elvish?
- Are Giants considered Half-Folk too, or are they also missing?
- Everyone has their bad guys. Who were the bad guys of Aysle before Utherion, and what are relations like with them now?
- How are relations between the Houses conducted, and where?
- I get the impression that, even before Utherion, Ardinay or her ancestors had created a unified political reality in the Cosm – that she was an Empress in fact if not in title. This needs to be explored.
- The excerpts hint at something already described in the World-book – the recent history of Aysle. Given that it seems to have manifested in overt power-shifts, it might be worth summarizing.
- But this also raises the question – what were the Houses like back before Utherion?
- Were there any Great Houses back then that have since fallen?
- There ‘s even been enough time, perhaps barely. for a House to have arisen and then fallen back into obscurity.
- Of the Great Houses, who has their leadership in the Realm, with Ardinay, who in the Realm separately, and Who’s in charge back home?
- Are/Were any of them active collaborators with Utherion? Or did they all just ride his coattails?
- Dwarves – a coexistent nation beneath the feet of other Houses? Think about the politics of that, and of relations between the Dwarves and the surface-dwelling “neighbors”.
- Half-Folk – what are each House’s relations with half-folk and is there one variety who particularly associate with that House?
That’s 17 questions – six more than I had when I started work on the Cosmology. Many of these are more specific – but may have multiple sub-entries, one for each House.
Hold on, here’s a couple more:
- What are the significant natural commodities, who controls them, and how has that impacted their politics? NB: Each Great House should have at least one.
- What are the natural trade routes, who controls them, and how has that impacted their politics? NB: Each Great House should have at least one.
- What are the natural Trade Winds, and what impact does that have on the politics and prices of key commodities? Answer will be different for each Great House / population group (this is a revisit from the final question from Part 1, where it had to be shelved because there was no geographic information finalized).
The world sourcebook will answer some of these, at least partially, but the experience with the cosmology (presented in Part 1) led me to expect to have to write 90% as new material.
That’s fine by me – it simply means that “My” version of Aysle will be different from anyone else’s, something I like to encourage, anyway.
The Process
Rather than approaching these in strict sequence – which is what I had done with the cosmology in Part 1 – there’s a lot of interplay between these subjects. I wanted to keep the foundations consistent with published material, though, for two reasons:
- I didn’t want to reinvent more wheels than necessary;
- I hoped to use the published material as a Spine onto which I could graft expansions and extensions.
Instead I got a loose-leaf binder, put each question at the top of the page, and began a systematic synopsis of the “official” information, putting each snippet of information where it was most relevant and cross-referencing as appropriate. With that done, I could then adopt the same principle to answering each question in succession.
To ensure tracking cross-references, links were numbered – so if I came to “reference 17”, I could simply start at the first page and look for the first occurrence to get the exact source. Well, that was the theory – it didn’t work.
Why? Well, take another look at Question 18. Assuming that I got minimal information (if anything) from official sources, and had to fill in a great number of blanks myself, that would clearly create supplemental information to questions 1 and 2., and that means that the linking sequence in those questions wasn’t going to be right.
Solving the problem
With the experience of many more years, I can now see a solution to this problem.
Let’s say that I’m working on Question 18, and decide that House X is dominant in the provision of quality building materials – marble and hardwoods and so on. All I need to do is go to the page for House X in Q1 and cite the source as “original to Q18” – or simply “->Q18-1” or whatever. That preserves the principle of the first occurrence of a numbered reference pointing to the source.
Then, for Question 2, I do the same thing, but note “Mountainous, Marble, Minerals, Hardwoods” as well as the link “->Q18-1”
At the time, I felt it was most important to deal with all the “critical commodities” at the same time, so that nothing got left out.
Later, I would reorder the pages so that all the pages related to House #1 would be collated, and could then be dealt with as a mass.
A more modern technique
Not that it matters, but even though I can now solve the problem that derailed my original planned approach, I still wouldn’t do it that way at all.
Instead, I would go through each question, and make bullet-point notes in the relevant places, then expand on those notes one at a time.
In the case of the example, there would be one set of pages labeled “House #1”, then another for “House #2” and so on – and on the first page would be the official information about the House, and then notes for Q1, followed by notes for Q2, notes for Q3, and so on.
These notes would be entered on those pages in question sequence – so still nothing would be missed – but all work on one House would be complete before turning editorial / creative attention to the next.
Nor would everything be expanded (nor was it at the time); only material relevant to the PCs or the adventure. Everything else can wait. But at the time, I was more bullheaded and foolish, and as a result, ran out of prep time.
The Current Situation
The pages were stored loose, and some have faded to the point of illegibility. Some have been lost. Unfortunately, the page numbering is one of the things that has faded. So I know the notes are incomplete.
In addition, some of them have been attacked by pests – there are holes. Sometimes a whole word, sometimes just part of a word, is gone. In most cases, context will permit a reasonable guess as to the missing word; but not always. And, as I said earlier, some of the questions were simply not answered at the time, not comprehensively, anyway.
Which leaves me with a difficult decision or two – do I complete the job now, or do I not? Do I indicate gaps, and what I think was going to be in them – where there are clues to same? Or do I just present what has been preserved, and that was created at the time?
Well, let’s just see how we get on, shall we?
NB: because it makes for a more rational narrative, some of the material will be presented out of “official” question sequence. Starting with:
10.3 The Recent History, Part 2
Paraphrased from the Aysle Realm Entry of the World Book, with supplemental material from the Campaign Notes
10.3.1 Unholy Alliance
Utherion, the Gaunt Man’s chief lieutenant, found a Darkness Device and claimed it for his own. The Gaunt Man had a choice: he could permit Utherion to challenge him and perhaps even to rival him until there was a confrontation between them that benefited neither the winner nor the loser; or he could aid Utherion in conquering some other Reality, creating a potential ally.
And, of course, he could secretly, by proxy, undermine and weaken Utherion’s rule over this new realm with traps that would only be sprung should Utherion ever feel strong enough to challenge him.
When the question is phrased correctly, the logical choice becomes self-apparent. The Gaunt Man offered Utherion a deal – when Utherion found a Cosm to his liking, the Gaunt Man would provide the forces needed to conquer it. Utherion could then establish his own power base using whatever remained of that conquered reality.
Ultimately, Utherion found Aysle, and found it to be satisfactory.
10.3.2 Invasion
The Gaunt Man invaded, good as his word, following a battle plan devised by Utherion. From nowhere, Maelstrom Bridges erupted into various parts of the Disk-shaped world, and all manner of nightmarish creatures descended from it.
Which is where the invaders made their first mistakes. Two of them, in fact. Utherion knew that the prior presence of a Maelstrom Bridge in a given location made it much harder to establish another at the same location, and so he placed his primary invasion point in the mountains to the rimward of the center of political power, the Valley Of The Sword, rather than at the actual seat of that power within the valley, choosing inconvenience now and convenience later – after all, if it cost the Gaunt Man some additional troops in the conquering, it was no skin off Utherion’s nose. That was mistake #1. His second error lay in not appreciating the scope of the Dwarven underground Kingdom; his scouts had reported only what the residents of Aysle knew of the short people, not knowing that almost all of it was fiction woven by the Dwarves themselves.
Lower Aysle was not neglected, however; and it was from there, literally on the far side from Utherion’s attention, that the Gaunt Man released certain agents who would be able to undermine his former lieutenant should it prove necessary.
In the course of this invasion, the Gaunt Man was careful not to release too much possibility energy; he did not want to impose the World Laws of Orrorsh on Aysle, the goal was to impose the World Laws of Utherion’s Darkness Device, a far more subtle piece of work than Hekaton, the Gaunt Man’s Darkness Device. Instead, he supplied just enough to permit his Horrors to function.
10.3.3 Defense Of The Cosm
The political leader of Aysle, Lady Pella Ardinay, rallied her allies [Q1A: Who?] to defeat the horrors. As was expected of one in her position, she led the assembled might of Aysle from the front, only to be felled by a poisoned crossbow.
Ayslish Magic purged the poison from her veins before it proved fatal, but she was weakened and forced to retire from the field. For three days, her forces held back the invaders while she marshaled her strength, and then she rose from her sickbed to unleash the most potent spell she had ever crafted, driving the invaders back from whence they came and tearing down the Maelstrom Bridges they used as a conveyance.
I have always been certain that this was Pella Ardinay (from the sourcebook cover).
10.3.4 The Price Of Victory
The invasion marked Lady Ardinay. She slowly became more cruel and despotic, manipulative and secretive. Secretly, she undermined old allies and cultivated relations amongst former enemies. She encouraged more power-hungry leaders to rise within the Great Houses, people she could seduce with the prospect of power when the time was right.
In due course, while she became dictator over much of Upper Aysle; her influence waned quickly in the world of Lower Aysle, and was virtually non-existent amongst the Dwarves, save for a few for whom Greed was too strong an allure.
She explained these changes as necessary to prepare the people for the defense of the realm the next time the invaders returned, inspired by her studies of the phenomenon that had brought them to the disk-world.
10.3.5 The Hidden Reality
In reality, using the power of Belief, Utherion had possessed Lady Ardinay even as she was being carried back to the tent of the Healers, moaning and turning green from the noxious coating of the bolt-head that pierced her shoulder. Much of the ‘weakness’ stemmed from Utherion learning how to command the powers of this host body; and, when he was ready, he released an illusion that was the signal to the Gaunt Man to withdraw his forces – which he did (for the most part).
Of course, the people accepted Lady Ardinay’s explanation of the withdrawal of the enemy, and her sworn intention of preparing for any possible return – regardless of what the cost of such preparation might be.
10.3.6 It’s gonna take 500 years…
After almost 500 years of cementing his rule and transforming and slowly bending the very nature of Aysle to his desires, Utherion was ready for more, and receptive when the Gaunt Man offered him the chance to participate in the Invasion of Earth.
This offer was no surprise to Utherion, who had left spies of his own amongst the Gaunt Man’s confederates back in the Orrorsh Cosm. Carefully masking and measuring his enthusiasm enough to be convincing without appearing too eager, he agreed to the proposal. It was to be his undoing.
10.3.7 The Invasion Of Earth
Utherion, still in the guise of Pella Ardinay, announced to the gathered Court of Aysle (and selected guest representatives) that (she) had finally learned how to create the reality-spanning Maelstrom Bridges used by the enemy in their invasion, and had – at great personal risk, but she could send no other into such danger – discovered that the horrors had themselves been victims, forced into conquest by a group named The English.
With this artifice, and after 500 years of preparing the ground, a retaliatory invasion and conquest was quickly proposed and accepted, over the protests of those few who still held to the ‘old principles’. “Ardinay” then raised taxes 500% and used the funds to purchase ‘troops’ from the Dwarvish representatives present, fully aware that they intended to attack and take prisoner rival clans of Dwarves, then indenture those of fighting age to the “Ardinay” cause by holding their families hostage. Others, like the Vikings and Corsairs, needed no manipulation; at the words “Conquest” and “Plunder” (respectively), their eyes lit up. But so artful was the deception that even some who might have refused to participate were lured into lending of their own armies to the “counter-invasion.”
Eleven Maelstrom Bridges descended, some onto land, and some into water, and simultaniously, the Darkness Device of Utherion swept a new reality across the face of the land from ten of them. The largest led directly from the Valley Of The Sword to the city of Oxford, which Utherion had chosen as his new capital.
Finland, Sweden, and Norway received one apiece, and two more (temporary ones) were located off the Norwegian and Danish coasts, funneling invading Vikings. Ireland and Scotland received more permanent bridges, and no less than three found permanent emplacement in England.
10.3.8 Mystery of the 11th Bridge
Anyone keeping count would soon realize that this only accounts for 10 of the Bridges that descended. The location of the 11th, down which the Corsairs descended, has never been discovered, so complete was the silence with which their part of the conquest was completed. There are those who speculate that an entire new Island was brought to the surface to serve as the hidden base from which they would raid and prey throughout the Northern Atlantic. Others claim that a city somewhere in Africa or the Middle East is secretly under their command. No-one knows.
10.3.9 Storm Knights
The Gaunt Man had persuaded several other High Lords to his cause; the invasion was global in nature. But he had told none of them, nor his own loyal forces, everything; this was in fact a grand unified plan to enable him to harvest the human race in bulk for their possibility energy, his purpose: to claim for himself the invented title of TORG, at which point, their respective darkness devices (and any others discovered) would yield directly to his will and control; his dupes could then bend the knee, or be replaced as superfluous.
Those stripped of their energies, in whole or in part, were transformed by the rewriting of reality into beings that conformed to the new Reality, feeding the device the Gaunt Man had created. But part of the mechanism of this process enabled a percentage of those with Possibility Energy to harvest to thwart the attempt, becoming Storm Knights, able to use the energies within themselves to temporarily rewrite the laws of reality to serve their own needs.
Confused, disorganized, of every nuance and shade of personality, these started to find each other, and forge temporary alliances. Not all could be trusted, but enough were true to the purpose of turning back the invasion that pockets of unexpected resistance emerged from nowhere, seemingly at random.
10.3.10 Utherion Revealed
A group of these Storm Knights raided Oxford, targeting Lady Ardinay herself. Although woefully under-prepared for what they faced, they nevertheless uncovered the truth of the Possession and were able to cleave Utherion from Lady Ardinay’s body. It’s rightful spirit then reclaimed the body, and with soothing words, persuaded the Storm Knights to accept her as ally.
But Ardinay was not untainted by her experiences; like the new Realm of Aysle-On-Earth, she is a mixture of Principles Of Light and Temptations of Darkness. She fights her own worst impulses, no longer the heart of Purity that once unified her Cosm.
Envoys were sent for, and a tentative peace treaty forged with what remained of the English Government. Ardinay remains the titular Head Of State, for the forces of Aysle will not obey another; many of them will not obey her, either. The agreement is this: Both will combine their forces to overthrow those who will not obey the principles of light; When all will obey, she will send the invasion force back to Aysle, then surrender herself for whatever punishment the new leaders of the former Realm demand; much of which will depend on her behavior in the interim.
Note: no mention of the PCs. Hints at various factions and groups. An explanation of how the Dwarves were forced to fight for Utherion. This isn’t quite what was in the World Book, but it departs significantly from it in only a couple of key points – the ‘confrontation’ between Utherion and Ardinay given in the world book is a fiction created by Utherion himself; and the restoration of Lady Ardinay takes place in some novels that I don’t have, so I invented this story from whole cloth at the time.
Most of the differences are more subtle inclusions – like there being some Great Houses that still adhere to the “Old Ways”, and the stuff about the Dwarves – content that seems logical in context, but that fills plot holes of one sort or another.
6. Are Giants considered Half-Folk too, or are they also missing?
and,
7. Everyone has their bad guys. Who were the bad guys of Aysle before Utherion, and what are relations like with them now?
The Aysle Sourcebook answers both questions on page 14 with some ancient history.
10.1 The Ancient History, Part 1: The War Of The Giants
NB: I have skipped entirely the Dwarf-based “origin of the universe”. I know, it’s not like me, but it’s not especially relevant.
The Giants live in Lower Aysle. Dwarves accidentally / carelessly allowed them to discover the passages through the frozen wastes that cross from Lower to Upper Aysle. This began the War Of The Giants, a conflict that lasted for years*.
Sidebar: Units Of Time
The sourcebook is inconsistent when it comes to units of time – in one paragraph, it uses a phrase like “thousands of sunrises and sunsets”, i.e. thousands of days; in the next, it mentions large numbers of years, while never defining a year in terms of days.
It was to create a cycle of days to months through tidal records (and to create the tides in the first place) that I invented the Bright Companion. The Dark Companion then creates a pattern of Seasons, and that defines a year (even without assigning specific numbers). But because there are no stellar movements to tell the locals that Winter is ending, for example. Stonehenge need not apply, the position has been made redundant.
Instead, you would get a lot of rituals developing over centuries that bore a resemblance to Groundhog Day – after so many days of weather defined as “Winter”, there would be a superstitious test that would hint at how much Winter remained. The number of months in a typical season would also be a relevant factor.
One season would be defined as “the first of the year”; every time that season rolled around, the old year came to an end and a new one started. We use something close to Winter (Northern Hemisphere) / Summer (Southern Hemisphere) for the same purpose.
For the record, I decided on 7-day weeks, 3-6 weeks to a month (usually 5), 2-7 months to a season (usually 3), and four seasons – ANY four seasons – to a year. So you could have a short summer, a normal autumn, a long winter, no appreciable spring, and a long summer, and that would be a ‘year’. Without the regularity of the Zodiac rotating around the sky, regularity vanishes, but this would – over time – average out to the correct ‘length’.
Where was I? Oh yes. Dwarves fought alongside the humans. The Dwarves asked the handsome creatures, who called themselves “Elves” to join the struggle, but they decided to just sit and watch.
10.1.1 Victory and enslavement
When it was over, the Giants had won, and the Dwarves retreated to their underground homes. This situation persisted for “500 years” (the repeated use of this measurement is suspicious to me – it should either be a different number or acknowledged as a generic term for “a very long time”).
10.1.2 Liberation
One day, when it seemed nothing would ever change, a man named Dunad emerged who did not talk and talk – he acted. He would not bow down to the Giant oppressors, and they seemed reluctant to press the issue, for he carried the magic sword Aurel. which made him all but invincible. Where he had found it, no-one knew.
Eventually, so the story goes, Dunad perceived a solution to the problem of how to liberate his people, something that was beyond his might even with Aurel to aid him. He journeyed to The Blade Mountain, from whence the greatest arcane swords were manufactured in ages past, and once there, he broke Aurel across his knee, releasing its magic all at once. The Arcane principles that had been embedded within the sword at the moment of it’s enchanted creation flew to the heavens and became one with the stars, Dunad himself vanished like a soap bubble, and the Mountain became the Valley Of The Sword.
A couple of tweaks to the official story here – officially, it was already “The Valley Of The Sword”, for example. But that wasn’t spectacular enough to justify the repercussions that followed. ‘He broke the sword and nothing seemed to change unless you were there watching’ just doesn’t have the same cache.
10.1.3 The Ubiquity Of Magic
“Then the Knowledges rained down upon the world and all the folk grew strong with it.”
What, including the Giants? If not, why were they excepted? And if it did, how does that better anyone’s circumstances?
So the keys to the magic of Aysle became available to all. Humans learned to use it, and Elves too, and Dwarves, but the Giants had difficulty with this new thing and could not master it.
Okay, so it Does include the Giants, but for some reason they couldn’t use it, or couldn’t use it well. Maybe it’s an intellect-based thing – the Dwarves are portrayed as a bit thick prior to this point, but not half so much as the Giants. Or maybe their hands are too big and clumsy for the delicate waving around that might be involved. Either way, or even a combination, will do.
The humans and Dwarves rose up and killed a lot of giants with this new ability and drove them back into Lower Aysle and blocked the passages between the two sides.
But I established last time that the area changes shape (very slowly) so that blockage wouldn’t be perfect or forever.
Dunad was never seen again, there was talk of him ascending, and the religion of Dunad became the major faith in Upper Aysle to this day.
Even after the arrival of Utherion?
The miracles invoked by Priests in Dunad’s name cannot be ignored. The hilt of the sword was found in the valley and became the Holy Symbol of the new faith.
10.1.4 The War Of The Crowns
Instead of one vast Kingdom, the island continents of Aysle were subdivided into a number of Kingdoms, called Houses, each ruled by a different family. A Kingdom was set aside for the Dwarves, which is now ruled by the Vareth Clan. The other families who ruled the Great Houses included the Tancreds, Ardinays, Dalerons, Gerriks, Liandars, and Bendes.
But with no common enemy to fight, they started to fight amongst themselves, and then the Dwarves joined in. Each House wanted to rule the others, and the feud that resulted has become known as the War Of The Crowns.
10.1.5 The Delegate Legacy
Ultimately, there was no winner. The war ended when Lady Pella of House Ardinay called for a truce and met with the heads of the remaining six Houses, where she proposed the creation of a system called the Delegate Legacy, whereby property could only be owned by the Houses, never individuals from within a House.
To facilitate peace, she would dissolve House Ardinay, ceding all property now in the possession of the House to the Tancreds, and declared herself the Speaker Of The People, who would thus have a voice in how things were run.
Each House would send a Delegate to the Valley Of The Sword, which would be subdivided amongst them, and Castle Ardinay – which had been built in the center of the valley – would host them as equals when they met to resolve differences and grievances in peace, rather than with drawn swords.
10.1.6 The Return of Peace
There were bumps and disagreements along the way, but by and large, peace was restored, and – as all the houses had populations for whom Lady Ardinay now spoke – she slowly became the central authority, first amongst equals.
Occasionally,.a House would grow ambitious, only to be brought back into line by the others under the direction of Lady Ardinay. Peace reigned until the invasion of Utherion.
How long was this peace? I’m tempted to say “500 years”…
When Lady Ardinay issued the call to arms to defend Aysle itself, each House sent their bravest and most capable Knights to serve under Tolwyn Tancred as a Knight Protector. Many of these were the children and heirs to the Great Houses, and they served as generals to the troops and advisors to Lady Ardinay through the battles to save Aysle.
The narrative is full of elements that make their appearance then exit, stage left, never to be heard from again, most notably Elves and Giants. Also unexplained in this tract of text is Lady Ardinay’s inhuman longevity, and why none of the Houses considered it to be remarkable.
1. Who are these Great Houses and what makes them Great? How many of them are there?
We now have names, and some indication of what makes these houses Great – they were the ones that were big enough and strong enough to contest for rulership over all.
The sourcebook states that the six Houses that were in existence when Utherion invaded still maintain their Holdings “on the Continent of Aysle and adjoining islands” (which clarifies a point made in the historical narrative).
Some have grown weaker during Utherion’s reign, others have thrived under the twisted World Laws and Iron Grip of the usurper.
The attempted conquest of Earth, of which Aysle was a part, and the restoration of the true Lady Ardinay have shaken the foundations of government back on Aysle, and her refusal to return until the resulting conflict is resolved and the Earth is safe have left no peace-keeper at the helm. Differences between the Houses that had been left to fester by Utherion have bloomed into full-scale conflicts, leaving the Cosm on the edge of a new War Of The Crowns.
There follows a set of brief notes on each of the Houses, which I will summarize in subsections below – but not in the same sequence the sourcebook uses.
1.1 The People’s House (formerly House Ardinay)
The People’s House supposedly represented the interests of the ordinary citizens of Aysle, providing a conduit between them and their rulers – but more importantly, providing a venue for complaints and grievances, so that the ordinary citizens could not be exploited unjustly and without cause.
In theory, after all, the Great Houses are supposed to rule on behalf of their citizens, and not for their own aggrandizement or interests. That said, the Nobility are citizens too, and entitled to the same protection and consideration. As a ‘neutral party’, Lady Ardinay was able to balance competing interests and offer solutions that kept everyone more or less happy and satisfied.
After a few centuries as the Umpire and Powerbroker, negotiating everything from trade agreements and disputes between Houses to a set of common laws regarding the interactions of the citizens of those Houses, what remains of The People’s House began to look a lot more Imperial, and to be treated as such.
Slowly, greater trust and Authority were vested in Lady Ardinay, which made her such an appealing target for Utherion.
In terms of lands, The People’s House consists of the Castle Ardinay, the Dominant position within the Valley Of The Sword, the Banks of the river Thamar, and the coasts and waters of the Inland Sea. It borders Houses Gerrik, Bendes, Vareth, and Tancred.
1.1.1 The Delegate Legacy: Concept
The Delegate Legacy gets its name from the concept of each House sending representatives (called Delegates) to the Valley Of The Sword, there to participate in the High Court hosted by Lady Ardinay. In this forum, grievances could be arbitrated (with enforcement by the other Houses in coalition), treaties and trade agreements negotiated, and decisions made in furtherance of the interests of Aysle as a whole, rather than in the interests of one or two individual Houses.
1.1.2 The Delegate Legacy: Changes
When the Delegate Legacy was first proposed, House Ardinay held the entirety of the Valley Of The Sword out to the mountain passes that led into the Valley, but Lady Ardinay used some of the lands as negotiating leverage and political capital, ceding small tracts to the other houses, starting with those that the Valley did not neighbor, Liandar and Daleron. Over time, minor inequities in treaties were balanced out by the concession of lands within the Valley, sometimes at the expense of a House which already controlled them, sometimes donated to the cause by Lady Ardinay.
Eventually, a tipping point was reached in which the remaining lands possessed within the valley were no longer enough to provide fully for those living within the Castle, and the House became dependent on its trade relations; a limited-duration tithe of between 2 and 5% on the fruits of trade negotiations to which the People’s House contributed now keeps the Castle and inhabitants supplied.
Some Houses have proven, at times, generous with this support, giving over of the best produce; others have been niggardly, and paid with the lowest-quality crops and livestock. They soon learn (again) that prejudicing the arbitrator of your treaties against you is detrimental to their interests in the long run. Nevertheless, some houses can be (and have been) accused of attempted Bribery and of currying favor.
1.1.3 The Utherion Years: Changes
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
Utherion gave away almost all the remaining lands of the Valley Of The Sword to buy the support of key Nobles which he could then taint and corrupt. In particular, those Houses with grievances regarding past ‘favoritism’ tended to wax fat under his regime while those who had clearly been more supportive had their most valuable lands confiscated, eaten away little by little.
The political landscape of the Valley was always an ever-changing organized anarchy, reflective of the changing relative status of the Houses; Utherion introduced a measure of chaos and anarchy into the relatively stable ‘balance wheel of diplomacy’ within the Valley, with disputes settled arbitrarily, sometimes unfairly biasing this way or that, and even permitting the appearance of bribery – whether or not he actually accepted bribes is still unclear.
That’s because he actively worked to undermine continuity and history so that the past – and past promises – could never become a rallying point for resistance to his authority.
1.1.4 Earth Invasion: Changes
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
When Utherion joined the Invasion of Earth, he all but abandoned both the Valley Of The Sword and the role of Negotiator and Peacemaker amongst the Houses. Castle Ardinay was stripped of the able-bodied, who were pressed into military service. Standing Guard over the remains – and effectively having the run of the place – are a detachment of Vikings from the Isle Of Skani. With the full permission of those Houses corrupted by Utherion, they have even begun acting as “arbitrators” in the name of Lady Ardinay (for a very stiff fee).
Several Houses have cast covetous eyes toward the castle, believing that if they could lay claim to it, the preeminance of their House would be permanently established. Others have pledged not to permit it to be conquered – by anyone – to preserve the balance between the Houses. And some have decided that gains from the Invasion can serve to overpower that balance in their favor, if they conquer rapaciously enough and exploit the subjugated ruthlessly enough.
As always, there are political wheels within wheels within the Valley Of The Sword.
Behind The Curtain
Anyone familiar with the official material will recognize that quite a few liberties and alterations have taken place in the preceding content. It was always my intention to make the Valley Of The Sword into something more akin to a United Nations with teeth loaned to it by the member Houses. I wanted the representatives of each House to have a microcosm of that House to call l”Home” to create diversity within the valley.
These representatives had to have real power vested in them by their Houses so that there could be internal political Games playing out as well as the external ones between Houses and Factions. But at the same time, they could be recalled and stripped of that authority if ever their Houses felt that it was being used against their interests.
Everyone had to have at least two competing interests to juggle.
Achieving those things during the period of the Delegate Legacy forced many of the other changes into existence. You have to set up the dominoes before you can have them fall in interesting patterns!
1.2 House Tancred
House Tancred were the second-wealthiest of the Houses during the War Of The Crowns, and the second most powerful militarily as a result. Securing their support was critical to the success of the proposed Delegate Legacy.
To ensure that support, Lady Ardinay gave over to the Tancreds the majority of the holdings of House Ardinay, to be held in trust and administered for the benefit of those residing in those lands. The Tancreds had earned a reputation for nobility and justice at all levels of their society during the long period when the Houses were fighting to drive the Giants out of Upper Aysle, so this was not as capricious as it might seem.
At a stroke, this elevated the Tancreds to Primacy in both resources and military might, while securing their loyalty to the new system. Able now to defeat on the battlefield any two Houses should they prove enemies, and to match evenly any three, only a complete unification / alliance between the other four Houses could overcome them, and – divided by personal desires and competing interests – that was never likely to eventuate.
1.2.1 On Shaky Ground
House Tancred became the strong right arm of the new power structure, and the architects of its success and longevity in the eyes of many. But it was common knowledge that the ‘gift’ of the ‘burden’ of caring for the commons who now came under their authority was not affixed in Dwarven Stone; Lady Ardinay had reserved the right to revoke it, under certain circumstances.
As relations between the Houses moved away from Martial foundations and into diplomatic territory, House after House saw opportunities in those provisions, and House Tancred became the target of scheme after scheme aimed at forcing them to fail to meet the requirements of their agreement with Lady Ardinay, in hopes that the ‘strong right arm’ would wither, or be removed altogether in favor of themselves, the ‘only logical’ alternative according to the carefully-marshaled arguments they had prepared.
It is a near-certainty that without the political union forged in those times by the marriage of Duke Albreath Tancred and Lady Dulcina of Bendes, which brought the intelligence sources of the latter House into the (occasional) service of House Tancred, one of those schemes would have eventually succeeded, undoing the Peace of the Delegate Legacy.
1.2.2 Insert: Inheritances & Family Roles
The eldest son or daughter inherits under Ayslish tradition. A middle child will be given high rank and management of some of the family’s business affairs, while the youngest is traditionally sent into the Priesthood, as he has little chance of gaining authority within the House.
There are variations from one House to another, but that’s the general pattern.
1.2.3 The Coming Of Utherion
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
At the time of the invasion of Horrors, the House was ruled by Duke Bordal. As was traditional with House Tancred, the Heir, daughter Tolwyn, was assigned as guard-protector of Pella Ardinay, while Middle child Alistair handled the domestic management of the family’s holdings. Youngest son, Gareth, was preparing to take Holy Orders. The Arrival of Utherion changed all that.
Tolwyn fell, performing her duty, early in the conflict; mortally wounded herself, she carried the wounded Lady Ardinay from the battlefield to the healers and refused all assistance until she was out of danger. Only then did she sway on her feet and collapse. Both Duke Bordal and Alistair were killed defending the family Castle, leaving a reluctant Gareth to be pressed into service.
With somewhat less certainty, it seemed probable to me that this represented Tolwyn Tancred – even though the device on her shield is wrong according to the House Tancred information in the sourcebook. Since she got that shield on Earth, it doesn’t seem unreasonable.
1.2.4 The Hidden Truth
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
In reality, Gareth had long desired to inherit the power and wealth of the family, but subordinated those wishes to the family traditions until Utherion’s Horrors attacked, and something twisted was awoken within his spirit.
On pretext of having intelligence from House Bendes about the enemy, he lured his father and brother into private conference, and killed them both, then invented a wild tale of Demons appearing in the window of the castle and attacking them while they planned.
“Grief-stricken” and “Unprepared,” he turned command of the House Tancred forces still in the field over to a distant cousin, remaining secure in Castle Tancred until the invader was, seemingly killed.
1.2.5 Under Utherion
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
Now the great flaw in the alliance between Ardinay and Tancred was exposed, for it was founded on the notion that one or both would always be honorable and trustworthy. Were one to fall victim to corruption, the other would cleanse it, or strip it of the powers and privileges it had been granted. The plan made no allowance for both being tainted at the same time.
With the apparent defeat of the invaders, Gareth was summoned to Castle Ardinay to report, where he discovered that Lady Ardinay knew precisely what he had done, and approved, telling him that the soft ways of the past were a luxury that could no longer be afforded if Aysle was to be rendered safe from future invasions.
She offered him a bargain: He could have House Tancred to rule as he saw fit, and would be granted virtual immortality through her sorcerous might, if he swore unquestioning obedience to her. And, of course, should he ever fail to honor his word, she would know of it instantly.
Fearing her knowledge and power, so much greater than he ever thought possible, he gave his oath, and for the next 500 years, he stayed true to it, crushing any sign of rebellion ruthlessly. He even lent troops to her covert invasions of Lower Aysle and other Cosms.
1.2.6 Prophecy
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
But he was haunted by the prophecy of a blind mendicant priest who mysteriously appeared within the castle walls mere days after the invasion, that one day Tolwyn would return to serve Lady Ardinay once more and elevate the greatness of the House to new heights by dispelling the blights that would hold it back until then.
Throughout those 500 years, this prophecy festered in Gareth’s heart, causing him to approach new situations with caution. While House Tancred prospered under his rule, thanks to the favors of ‘Lady Ardinay’, its claim to moral leadership withered. The other houses and the citizens of his own House feared Gareth, they did not respect him.
1.2.7 Utherion’s Downfall
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
When the Invasion Of Earth began, and Utherion was exposed and overthrown by Storm Knights, somehow Tolwyn Tancred was resurrected, reborn or reincarnated somehow, to resume her post at Lady Ardinay’s side. The corruption within his soul was brought forth for all to see in the consequent Reality Flux as the world of Aysle reoriented itself under the ‘new’ leadership; he went from handsome and youthful to withered and ancient overnight.
His sanity hangs by a thread; he is convinced that at any moment, Tolwyn will return to overthrow him, despite his many years of carefully selecting subordinates who he could ‘trust’. He has armed the House against this, and secluded himself, permitting none save his mouthpiece and most trusted advisor, Mokai to see him. Not even his most recent bride, Marlena of Daleron, has been permitted by his side since the change began.
1.2.8 Agendas
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
Gareth is full of schemes to assassinate Tolwyn upon her return, or sooner if he can arrange it, then sack Castle Ardinay and proclaim himself absolute ruler of Aysle.
Tolwyn, meanwhile, perceives the damage to House Tancred as part of the larger whole, and has subordinated her desire to cleanse it of Gareth’s taint to a larger strategy developed by Lady Ardinay. She does not have complete memories from her previous life, and is aware that she does not know who in the House can be trusted. Centuries of corruption will not be undone overnight.
This is part of a larger problem of the same kind that the Ayslish forces face; without trusted and trustworthy allies on the ground, they risk perpetuating the problems should they move precipitously. Further, with the Pax Ardinay in effect, Lady Ardinay will not be leading the liberation forces personally and her position as peacemaker and arbitrator will never be occupied by her again. Until these problems are solved, no war of liberation and cleansing is possible. Ardinay has pinned her hopes on Storm Knights like Tolwyn herself, who she is secretly preparing to inherit her own position, completing the unification of Houses Ardinay and Tancred that began so long ago.
Lady Ardinay could rescind the bequests of land, trust, and authority granted under the Delegate Legacy at any time, but doing so without such trustworthy alliances already in force would do nothing but weaken Tolwyn precisely when she needs authority the most. Such a move may form part of a larger strategy at some future point, but for now, it’s not even on the table.
1.2.9 Tancred Holdings and alliances
House Tancred neighbors the Valley Of The Sword and controls much of the Sunward part of the continent, as well as a number of small islands. sunward of the landmass. From the bequest under the Delegate Legacy they added almost 1/3 more of the continent to the Aquatic of their traditional domains.
NB: The following will apply only subsequent to Adventure 1 of the campaign.
Under Utherion, they added the Trade Center of Leshope and the port cities of Orraine and Eufemiast. They possess lands in Elvenport, Tradeport, and the Mage Islands and (secretly) a number of large islands between Arland and Chamkatt in Lower Aysle. There are also suggestions that they have holdings in other Cosms (believed no longer accessible to them) and wealth, slaves, and servants plundered from those sources.
They are currently linked to House Daleron through Gareth’s marriage to Marlena, forging an uneasy alliance with that House, and has a more secure partnership with House Vareth.
Sidebar: Directions In Aysle
Navigation in Aysle is more complex than might be expected. The two obvious directions are sunward and it’s opposite, rimward, but that’s where the simplicity ends.
There are 12 stars evenly spaced around the rim of the world, Because these rotate at the same angular velocity as Aysle, the do not change positions, only elevations (because of wobble). These 12 visible stars will rise and fall, unpredictably, but as a unified constellation wrapped around the world. (There are also 8 other stars, four of them visible only from Upper Aysle, and four visible only from Lower Aysle, but they don’t concern us).
Inevitably, these 12 stars have become navigational beacons in the sky for the Ayslish.
But it’s not that simple.
This sequence of graphics tells you what you need to know. The top image is the stars visible from Upper Aysle (ignoring the additional four that are only EVER visible there). The clockwise sequence is Elemental, Fire, Metal, and so on.
The sequence is reversed for Lower Aysle – the clockwise sequence starting from Elemental would be Earthly, Earth, Folk, etc.
I also assume that (contrary to my illustration) there are slight but visible differences in brightness, color, etc so that when you look at a particular star you can identify it.
This is the nice rosy depiction that the sourcebook would have you believe.
Figure 2 depicts the consequence of wobble. The left side of the disk (relative to our observation super-position) is up, the right side is down, and the actual incline of the disk is just to the left of one particular star (which I didn’t name because the graphic is complicated enough already).
Wobble creates a visible horizon at right angles along the plane of the world to the direction of the wobble. Six of the 12 stars are below the horizon and not visible, while the other six would form a low arc in the sky. The star that is closest to the direction of wobble is going to be highest in the sky. Of course, the stars that can’t be seen in Upper Aysle are on full display in Lower Aysle.
Figure 3 exposes the flaw in logic by the original creators. If these 12 stars were as afar away from Aysle as the stars are from Earth, parallax error could largely be ignored, but Part 1 if this sub-series showed that they are not. This universe is MUCH smaller. I mean, we’re talking about a stellar primary that is nominally maybe 350 kilometers in diameter!
If you can ignore this error, then no matter where you are on the disk, the “Fire” star lies in the same direction, or close enough to it for navigational purposes. That’s not what happens when the world is smaller. Note that in these images, the disk-world and stars are NOT rotating visibly; this is comparing the views from different parts of the disk simultaniously.
Figure 3a shows a location almost 90 degrees around from the Fire Star, and – as you would expect – that means an almost 90-degree angle of error.
In 3b, fire lies almost (but not quite) exactly sunward of the fire star, and the error is small. The fire star would appear sunward after sunset.
3c shows the location of observation another 1/3 of the way around the disk, and the parallax error is once again huge, but it’s mitigated somewhat by being close to the inner rim.
Finally, 3d shows the effect of being further out toward the outer rim. In terms of position around the disk relative to the Fire Star, it’s almost the same as 3c, but the error is once again approaching 90 degrees, as though something that should be in front of you were actually to your left.
Only in case 3b would the error be small enough to ignore.
There is only one solution to this mess, and that is to assume that all directions are relative to some pre-determined starting point. Point B may be “airward” of Point A; that tells you nothing about its absolute position around the disk, but it would let you get there.
1.3 House Bendes
I have to confess that whenever I encountered House Bendes in the text, I could not help but relate it to “Benden Weyr” from the Dragon series by Anne McCaffery. This biased me into considering them “Good Guys”, which colored everything that I read. Consequently, I had to ‘reinterpret” much of the official content into this new context.
House Bendes have never been the largest House, or the strongest, or the best-resourced, but neither have they been at the bottom in any of the three metrics. From their beginnings, they have been more intellectual than the other Houses, responsible for much of the understanding of natural science, languages, mathematics and human civil engineering (Dwarves are hired for the actual execution).
Bendes architects designed the castles of each of the Great Families. Bendes explorers made contact with the Free Traders, set up the Academy of Arcane Studies in the Mage Islands, and so on. In any field of study, you will generally find a scholar from House Bendes somewhere amongst the ranks of the most respected scholars.
Their secondary achievements are as entertainers – poets and musicians, writers and actors, whose caravans and traveling shows range all over Aysle. And where their entertainers, engineers, and other professionals go, their spies follow, hidden amongst their fellows.
1.3.1 The War Of The Giants
Every House has a spymaster of some kind, responsible for knowing and understanding current events and for being amongst the first to know if there is any advantage to their House in the knowing. In general, these are positions of defined purposes and intent – the Duke of the House tells the Spymaster what he wants investigated, the spymaster does whatever is needed to obtain the answers required of them, and then both move on to the next task.
House Bendes has always adopted the position that they need to know everything, and that any secret can hold value, even if that value is simply a better understanding of their neighbors and what they want.
This attitude and position was forged in the earliest days of the War Of The Giants, when what would become House Bendes were coordinators and central contacts for what resistance could be mustered against the Giants from Lower Aysle.
House Bendes has the largest collection of entertainment pieces written especially for the pleasure of the Giants filed away somewhere, more than 2/3 of it original works prepared by the House Entertainers, the balance being traditional songs and stories from the Giants themselves.
This earned them privileges and made their Giant masters talking points and social hubs during the long War, which enabled them to undertake what might be called ‘sponsored tours’ of the other Giant Clans, entertaining both Clan Heads and ‘common’ Giants alike. And this enabled them to funnel arms and information to the enslaved Ayslish within each of those Clans. More than any other House, they kept Ayslish spirits united toward the mutual purpose of liberty during the period of Giant Rule.
1.3.2 The Progress (Liberation) and the Interim
Victory over the Giants was not achieved overnight even once the insurrection began. It took almost 3 generations to go from ‘officially subjugated’ to ‘no Giants remain in Upper Aysle’. House Bendes refers to this period, glossed over by most historians, as “The Progress”, a phrase used as a referent for their activities during the War. “Progress was advanced this week” or “The Progress suffered a set-back” (and all manner of similar phrases) were used right under their Giant masters noses to communicate from the early days of the Resistance.
It still astonishes them that anyone would think they would stop their intelligence-gathering just because the Giants had been driven out. But because those Houses viewed intelligence-gathering as an unwelcome necessity, they assumed that other Houses would feel the same way.
1.3.3 The War Of The Crowns
The truth dawned on their rivals during the War Of The Crowns. No matter what moves the other Houses made against Bendes, somehow it never seemed to work; the Bendes forces seemed to have advance knowledge of every tactic, every strategy. What’s more, they shared (some) of their knowledge with Houses to whom they were allied, to the disadvantage of their mutual enemies.
From this era comes the defining phrase, a truism spelt out repeatedly to the rulers of every House since: “Always assume Bendes knows everything.”
Any secret which was to be protected could never be put into writing; and had to be further protected by subterfuge.
They made themselves invaluable to everyone else, and so protected themselves from hostile action – most of the time.
1.3.4 The Delegate Legacy
With the arrival of the Delegate Legacy, House Bendes became a source of trusted advisers and administrators to the other Houses. They became a little less overt about sharing intelligence save when they deemed it necessary to the protection of the Peace itself, though they released the occasional crumb.
Overtly, their spymasters now became traveling dispensers of news and gossip from afar, keeping the Great Houses informed of whatever was going on outside the Valley Of The Sword. But if ever a House plotted some action that would directly or indirectly alter the balance of power that kept the peace, somehow that news would reach the ears of someone in a position to do something about it.
Quite often, they would orchestrate matters so that those ‘someones’ discovered the truth of their own accord, letting the mythic spymasters of House Bendes fade into legend. Only when time did not permit such careful manipulations of events, and the need was sufficient, did someone emerge from obscurity to deliver ‘a message’, thence to vanish once again.
A Bendes spy warned Duke Bordal of Tancred that his son Gareth was overly ambitious, causing Bordal to accelerate plans for Gareth’s joining the Priesthood. Bordal was a pragmatic, honest, and honorable man, and could not fully understand the depths to which ambition could drive those cursed by it; he certainly never anticipated the scale of the betrayal upon which Gareth embarked in order to satisfy his ambition.
1.3.5 Priorities under Utherion
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
The tumult of the Invasion by Utherion’s Horrors meant that it took a little while for even House Bendes to become aware of the change in Lady Ardinay. It was the total acceptance of his ascension to the throne of House Tancred that first warned them that something was amiss. Even once aware of the change, they never suspected the truth; they felt at the time that Lady Ardinay had yielded to political convenience in the face of the invasion.
Two priorities asserted themselves within House Bendes at this time, quickly joined by a third.
First, there was this new field of knowledge to be learned and understood. Knowledge of how the invasion came to pass, and how the invaders seemed able to perform impossible acts beyond their understanding of natural law, would both be essential to any plans made against a return of the invaders.
Second, and more covert, was to ensure that this new pragmatism on Lady Ardinay’s part did not undermine the Peace itself. As the scope of the change became clear, though, House Bendes returned to its roots, reverting to their role as carefully-hidden revolutionaries, as a necessary step in satisfying their third priority – survival, and protecting themselves from this new Ardinay-Tancred alliance. They assumed (correctly) that others would be brought into the forces arrayed against them, and they needed to know everything.
1.3.6 The Dangerous Game
NB: These events lay in the future of the campaign when it started, occurring between adventures 1 and 2.
The last 15 generations of the Bendes family have played a dangerous game – while pledging their loyalty to Lady Ardinay loudly and often, and passing on the occasional piece of intelligence to the Tancreds of disloyalty, they purchased trust with the blood of others. They regarded these sacrifices as necessary but regretful, and maintain a list of everyone who suffered or died as a result, with the intent of honoring the sacrifice (however involuntary) when they are able to do so openly.
At the same time, they have very quietly instigated multiple actions designed to undermine the rule of Lady Ardinay, subsidizing rebellious forces in other Houses, ferrying covert supplies to the Liandars, creating an underground railroad for Dwarves escaping the Slave Pits of House Vareth.
They have done their best to stay on the “good side” of Ardinay, Tancreds, Vareths, and Dalerons while all the while working to foment a general uprising against them.
1.3.7 The Overthrow Of Utherion
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
Normally working from the shadows, they are unaccustomed to large-scale direct action, but have begun marshaling their forces while helping the Liandars and, to a lesser extent, the Gerriks, to secretly rebuild their armies.
They lack the numbers to engage in a direct military action, and, but they have the forces to tip the balance should Ardinay and the resurrected Tolwyn return from Earth. For the moment, they are continuing to play everyone off against each other to buy time, but the more they escalate their preparations, the more obvious those preparations become.
Gareth of Tancred has become aware of the gathering of forces under the Bendes banner, and fears they will come for him, but he is distracted by other threats (more imminent in his mind), and so has taken no action as yet.
The Valley Of The Sword, and Aysle in general, has become a powder-keg, but no-one is yet pulling the trigger. Should they move too soon, the Bendes know that 500 years of preparations and sacrifice will be wasted.
1.3.8 Leadership and Holdings
NB: Parts of the following will only apply after events that occur in the background of adventure 2 of the campaign.
Making that fateful decision is Duke Mordecai Bendes, First Adviser Milande Bendes (a distant cousin) and his spymaster, Aeforth. Mordecai’s eldest son, Grantham, has shown himself to be naturally gifted, and is in training to succeed Aeforth, while the second son, Thomas, is being educated in preparation for his becoming the “official” head of the family upon the passing of Mordecai. The story has been circulated that Grantham contracted a disease which left him unfit to rule; Grantham has adopted the name “Tanith Morningstar” for use, employing various methods to disguise his features. He keeps with him, hidden, sufficient proof to claim and ascend the throne should that ever prove necessary.
Despite holding a relatively small area to the rimward section of Continental Aysle, , House Bendes occupies some of the most fertile acreage and a good deal of it is in the Temperate Zone. House Bendes also lays claim to a number of mountainous regions adjacent to their primary territory which, although far less fertile, they have transformed into paying propositions; the slopes of Mount Gildethwaine are choked with orchards and grapevines, and the source of most of the top-quality wine.
In addition, through various subterfuges and cut-outs, the House unofficially possesses numerous small tracts of land throughout Upper Aysle – a house here, a business there – to use as functional spy-bases.
1.3.9 House Finances
NB: The following content consists of 25% speculation on the part of other Houses, 25% deception on the part of House Bendes, and 50% truth. No-one knows which parts are which outside of House Bendes itself.
House Bendes may have small holdings in comparison to others, but what they have is amongst the most profitable. Economically, they should be a continental powerhouse, perhaps even the dominant trading partner in every deal.
Generations of funding secrecy and spycraft have placed perpetual drains upon that wealth, leaving the house in it’s rather anonymous not-the-richest-nor-the-poorest state.
The family own, frequently by proxy, a number of business interests throughout the continent; while these are never chosen on the basis of profitability, some of them undoubtedly do generate revenue that is then employed to subsidize others. This is a fact proven, because every now and then one of these becomes sufficiently profitable that it begins to attract attention, making it worthless in terms of Bendes’ true purpose for the operation; the only solutions are to break it up and sell it piecemeal or sell it off completely. While the former is preferred, the latter can’t always be avoided.
It is very likely that House Bendes has a number of such that defray the expense of their spy network, at least partially, reducing the drain on their coffers, and that as a result they have accumulated considerable hidden wealth and are not as financially-impoverished as they would have others believe..
1.3.10 Hidden Ways
NB: The following content consists of 25% speculation on the part of other Houses, 25% deception on the part of House Bendes, and 50% truth. No-one knows which parts are which outside of House Bendes itself.
While House Bendes may have provided the architects who designed the castles of the other Great Houses, those Houses always modified the designs in the course of construction sufficiently that any copies of the plans are only accurate when it comes to the public and functional spaces.
Nevertheless, it is widely believed that House Bendes incorporated numerous hidden and obscure places within the plans to use for spying, some of which survived this treatment because their true purpose went unrecognized. Servant’s passageways that are designed to be inconvenient so that they would fall into disuse, for example.
From time to time one of these is rediscovered by accident, and an attempt made to map and document it, attempts which usually fail; many tricks have been employed to confound such measures, and the maps end up passing through empty rooms where they would be perfectly visible.
It is also widely believed that House Bendes knows of hidden trails and mountain passes that permit them to move in stealth from any one House to any of its adjoining neighbors. Bandits, both sanctioned and self-employed, have tried in vain to discover these secret paths over the years, but if they do exist, they are too well hidden. Despite this negative evidence, the belief still holds amongst many.
1.4 House Daleron
House Daleron have always been a bit strange. More insular, more barbaric and cruel, more ruthless, more martial.
The ruling Dukes of the House have always supported multiple wives and children, something none of the other Houses do. These children have a relatively easy life until the age of eight, when they literally begin fighting for their lives.
1.4.1 The Inheritance Tournament – Novices
Once every four years, the potential heirs are put to the test. Those aged from 8-12 fight duels to first blood, until one is proclaimed champion. He is given additional training and education in all things military – from tactics and strategy to horsemanship to personal combat. The others may either renounce the throne – something that once done, cannot be undone under Daleron Laws – or seek out similar training from any who will offer it to them, at their own expense.
1.4.2 The Inheritance Tournament – Apprentices
When the Novices have fought, the Apprentices (those aged 13-16) duel, this time to second blood. These bouts are often lethal. Again, eventually, a winner comes forth to be singled out for training in survival, logistics, and leadership. Any participant may opt out, renouncing his right to contest for the throne and limiting his capacity to rise within the ranks of the army, may even choose a non-military career option; the choice is theirs.
1.4.3 The Inheritance Tournament – Officers
After the Apprentices, it is the turn of the Officers – potential heirs aged 17-20. Each may choose a fellow combatant from his age group, or four ordinary soldiers from the Army, to aid them in their bouts. These contests are to the death and are no longer conducted in an Arena, but in a deliberately-ruined wasteland under Daleron control. Those who survive move on to the next bout, where they may choose a new ally. Once again, they are free to opt out, should they choose, and limit their responsibilities to those of a junior officer.
1.4.4 The Inheritance Tournament – The Challenges
The crescendo of the tournament is the Challenges. Any champion from any of the three preliminaries may issue a personal challenge of combat to the death to anyone else, including any heirs who have survived their past bouts, or even the Duke himself. Single combat, to the death, no quarter. Succeed, and their titles are yours for the taking or the bestowing.
They may choose to issue no challenges, requiring them to renew oaths of fealty to the House and its ruler (whoever that might be after the tournament).
After competing in all three (or four) stages of the Tournament, those who opted out are dismissed from the family and their lives become their own. Those who stayed the course and survived are ranked in sequence of age and a new line of succession is decreed.
Once beyond the age of 20, they are no longer subject to the Tournament, and their place in the line of inheritance is secure – unless that place is Challenged, which it is certain to be at some point. Note that a sufficiently skilled Officer may rise above the current heir by successfully Challenging the Duke.
1.4.5 Intrigue
There are often a lot of strategic planning and intra-family alliances involved in the tournament. Who you fight, who you favor, who favors you and will assist you – these are life-and-death decisions, and a single weak link can be your end.
Scheming, and even what some would consider cheating, are encouraged, but must be clever enough to evade the normal levels of protection against such. Martials will ensure that no weapon is overtly poisoned prior to a bout, and that the combatant has no such devices upon their person – but if you are clever enough to overcome that protection, or ruthless enough to bribe a key Martial, then you earn the right to employ whatever you have at hand.
Duke Roderick himself ascended the throne having done a deal with the groundsmen to plant a bush with poisonous berries on the battleground, after forging an alliance with the second-eldest of his younger siblings.
Defensive strategies are also necessary to protect oneself from such tactics. It is fair to assume that every member of the Family below the Duke himself spends much of the four years between tournaments planning for them and spying on the opposition.
1.4.6 House Above Family; Family above Life
To understand this approach to their leadership, it is necessary to understand the oath of Fealty of House Daleron, quoted above. “House Above Family” is extremely important, because it establishes that the Dalerons think of their House a something greater than a clan or personal set of relationships; the Ruling Family are in the service of the House,, they are not the House.
Once this is understood, the rest of it – “Family above Life” – requires little effort. This is a pledge to lay down your own life in protection of, or in the service of, your family, and to lay down the lives, property and fealty of that family in protection of, or in service of, the House.
This is a standard which permeates the entire House, from lowest laborer to the Duke himself.
1.4.7 That Which Is Unsaid
It should be noted that nowhere in the Oath is there mention of things like Loyalty, Faith, Service, Honor, Justice, Honesty, or Mercy. Some of these are implied, but not explicit. Collectively, these are the Seven Unsaid Virtues, according to the precepts of House Daleron; they are to be aspired to, but all are subject to be lesser aspirations than the Oath itself.
If you have to lie, scheme, betray, and perpetrate injustices upon others to advance your family, it’s regrettable but that’s life; if you were foolish enough not to have made preparations against the same being done to you, you deserve no further consideration.
1.4.8 The War With The Giants
During the War with the Giants, these values and precepts were cemented into the Daleron ethos and made that House a mighty weapon against the mutual enemy. The bindings of Common Cause made them a formidable ally.
1.4.9 The Time Of Conquest
Once the Giants were driven out, however, House Daleron turned their attention to the conquest of lands and others. Two houses that would have been enumerated amongst the Greats fell, as did any number of smaller strongholds and lesser Kingdoms. This era is still celebrated in song within the House.
1.4.10 The Delegate Legacy
It is unsurprising, then, that House Daleron has always felt that the Delegate Legacy was aimed directly at curbing their interests and expansion. It was only the fact of the Bestowment to House Tancred that forced them to accede.
Under the Legacy, their rapacious expansion did not cease, but it slowed markedly, and was carried out in stealthier fashion, through subterfuge, treaty, trade, and the other weapons of statecraft. In particular, ‘hunting’ expeditions to Lower Aysle were conducted regularly, 3 or 4 times a year, always covertly, operating under the premise that what Pella Ardinay didn’t know couldn’t make waves.
This required a total disregard of House Bendes, and their credo, “We know everything”. It seemed most likely to the Dukes of Daleron that Bendes and therefore Ardinay knew what they were doing, but until forced to officially ‘notice’ their activities, were content to look the other way.
1.4.11 Hostage Exchanges
Many other traditions arose in this period, most notably the practice of Hostage Exchanges. Not all Houses participated as fully or as eagerly in this practice, but Daleron (perhaps surprisingly) was fully committed to it.
One year in every four, potential heirs were fostered out to other Houses; the first such was usually to the House of the heir’s mother, and between 1/3 and 1/2 of such Exchange Years would be to this destination. Beyond their Officers Tournament, from the age of 21 until actually coming into their inheritance, these were to the High Court in the Valley Of The Sword.
This tradition served several purposes, which each participating House valued differently, but all found sufficient merit in the practice to continue to participate, even Daleron.
- Introducing prospective heirs in the different houses to each other and fostering good relations between them.
- Educating the youngsters in the ways of the host House and broadening the scope of their experiences in general.
- Teaching tolerance and a broader perspective.
- Forging prospective alliances.
- Discovering new opportunities in trade and commerce.
- Throwing young men and women of ‘noble rank’ together – Marriages, as always, being the bedrock of diplomatic relations.
It must be remembered in assessing this tradition in terns of impact on House Daleron that it is an outrider in social policies regarding gender, its rulers having long ago concluded that it would be unfair to expect Princesses to match fully-trained warriors in battle. No other House was so misogynistic in approach, an outgrowth of the martial priorities of the Dalerons. In all other Houses, it is the eldest child who inherits (though this statement must be qualified slightly when addressing the Gerriks).
1.4.12 Collusion
NB: The following occurs in the interim between Adventures 1 and 2 of the campaign and will not be revealed to the players sooner.
It is sometimes said that no invasion succeeds without collaborators within the target nation, whether those have been infiltrated through stealth or sourced from within. Certainly, Utherion was sufficiently versed in conquest that he would not, and did not, neglect such an obvious advantage.
Months before the planned conquest of Aysle began, he scouted the Cosm and learned elements of its internal politics – he had to assess its potential suitability, after all. In the course of those scouting missions, he came to recognize House Daleron as being of like mind to himself; this marked them as both potential rivals and enemies to be neutralized and potential allies to be exploited.
Negotiations were surprisingly quick. Utherion was offering a return to the glory days of conquest and pillage that the Delegate Legacy had taken from them; Daleron became a willing and eager participant.
1.4.13 Betrayals
NB: The following occurs in the interim between Adventures 1 and 2 of the campaign and will not be revealed to the players sooner.
Nevertheless, when Lady Ardinay called for aid in repelling the invasion, Duke Roderick sent his eldest son and heir, Kwev, to join the other Knight Protectors, along with a token force.
This was a feint. Roderick had little regard for Kwev despite his son’s undoubted prowess at arms, because Kwev was afflicted with a merciful nature that promised to take House Daleron to its lowest ebb in centuries. Time after time, Roderick had attempted to covertly stack the odds against Kwev in the Challenges only for Kwev to stand triumphant.
Usually, the young men of House Daleron were strong-willed enough to shrug off the softer ways of the other Houses to which they were exchanged, but Kwev, to Roderick’s way of thinking, was weak and had fallen under the influence in particular of Tolwyn Tancred, with whom he was smitten.
No sooner had Kwev departed for the battlefield than Daleron began to marshal its forces and march to war – on the side of Utherion. These troops crushed the flank being manned by the Liandars, and were rewarded under Utherion’s rule with Liandar holdings – won fairly by conquest, in the mind of Roderick.
That this act required the breaking of the oaths forcibly extracted from the House at the instigation of the Delegate Legacy bothered Roderick and his heirs not one whit.
1.4.14 Under Utherion
NB: The following occurs in the interim between Adventures 1 and 2 of the campaign and will not be revealed to the players sooner.
This was the beginning of a 500-year campaign of expansion and conquest, principally targeting Houses Liandar and Gerrik and various minor Kingdoms, as well as a series of beachheads in Lower Aysle with the eventual goal of subjugating the Giants and other residents of that half of the world.
House Daleron was a willing, even eager, participant in Utherion’s wars of conquest against other Cosms, and sent forth over 50,000 soldiers in support of the invasion of Earth.
1.4.15 The Blight
NB: The following describes events that occur in the interim between Adventures 1 and 2 of the campaign and will not be revealed to the players sooner.
The House is currently ruled by Manfred Daleron, but 500 years of corruption have begun to bear a toll on the House. Manfred, as a youth, suffered from The Blight, an illness that seems only to affect the Noble males of House Daleron and which greatly reduces their capacity to father heirs. This threatens to undermine the entire philosophical foundation of the House, a problem that the Dalerons have not yet fully acknowledged, let alone come to terms with.
Dark rumors swirl around The Blight. It is suggested that agents of Ardinay (secretly Utherion) have systematically poisoned the heirs of the House to prevent them challenging her supremacy (it’s what they might do, after all). Others point the finger at House Bendes. A few have suggested that The Blight has been inadvertently imported on one of these secret “Foreign Ventures”.
Under the normal World Laws of Aysle, corrupt acts leave their mark on the victims, visible for all to see. Those world laws were perverted by Utherion to the point where the harm wrought on the individual could be passed to the land around them, leaving evil unmarked and perfect of feature and form.
At least some of those outside House Daleron who know of the Blight (and there are not many) suspected that deeper harm, cloaked beneath a veneer of perfection, may be beginning to manifest in the ruling Family, the legacy of their new wars of conquest and the betrayals inherent in them.
1.4.16 The Cracking I – Earth
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
Unfortunately, it’s all beginning to unravel for Manfred, who is leading his families forces on Earth, leaving his only son, Frederick in charge within the Cosm. Several units of his army have rebelled with their leaders founding their own “Houses”. The return of the true Lady Ardinay and the resurrection of Tolwyn Tancred also marked the end – in at least some parts of the Conquest and in Aysle – of the perversion of the World Laws by Utherion.
As yet, Daleron’s alliance with Utherion has not come to light, but Ardinay’s new spymaster in the Earthly Realm is as competent as any that either reality has seen before, and there are Storm Knights seemingly now lurking under every rock; he fears that it is only a matter of time.
1.4.17 The Cracking II – Aysle
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
Frederick, meanwhile, has been eyeing the Valley Of The Sword and Castle Ardinay with covetous eyes; he would happily cede all interests on Earth (including his father), tearing down the Maelstrom Bridge connecting the realities, if he could claim those prizes (and if he knew how to do it). Daily, he prepares himself to give the order to March only to back down at the last moment.
One of the reasons for this reticence is that Manfred has called up many of the House’s reserves to suppress rebellions within the Realm of Earth, without regard for the vulnerable position in which this places his House in Aysle.
At the same time, he plots and dreams of overthrowing Ardinay and seizing total power in the realm of Ayslish Earth. Of all the rulers of the Great Houses, only Manfred suspects the true nature of Utherion, and has realized that if he can find and seize the Darkness Device, the ultimate power can be his. Schemes within Schemes within Schemes, and all poised on the pinnacle of success or failure…
1.4.18 The Fall Of A Great House?
NB: These events lay in the future of the campaign when it started, occurring in the background of adventure 2.
This is having a disastrous effect on morale within the House, and it seems only a matter of time before Civil War erupts as one force or another makes an all-or-nothing bid for power – or for survival.
Unless something drastically changes, it seems near certain that House Daleron will not survive the sweep of future events, or at best they will be but a shadow of their former greatness. As this collapse proceeds, it is likely that acts of ever-greater desperation will only accelerate the process and the conflagration.
There are those who would consider this outcome only just, and who would quite happily take advantage of the woes of House Daleron, in particular, House Liandar…
1.4.19 Holdings
NB: The following describes the situation as it will stand at the start of Adventure 2 of the campaign, the result of events that occur in between the first adventures. It should not be revealed to the players sooner.
House Daleron now control a vast swathe of the continent of Aysle from Sunward to Rimward coasts, mostly in the direction of the Aquatic star, the Naenia Islands between Aysle and the island of Liandar, portions of Klaww and Bar’aan, and Ice Bay. About 1/3 of the Broken Land in Lower Aysle is also under their sway.
Sidebar: Daleron Behind The Curtains
As a general principle, whenever I change background content – and there are a lot of changes under the heading of “House Daleron” – it is to achieve at least one of three things:
- Integration with a sweeping campaign-wide plot arc;
- Resolution of one or more conceptual holes within the background, and/or exploration of the logical consequences and implications of that background; and/or
- The creation of greater scope for adventures arising from the background.
The changes made to House Daleron are mostly expansions on the material in the sourcebook – deliberately giving the House a distinct flavor with the Tournaments and the House Credo (the sourcebook mentions a point of Philosophic distinctiveness without getting too specific), for example.
One problem that I perceived with the sourcebook was the stability of he situation on Aysle – everything was poised for sweeping and unpredictable events to occur, and yet it was all ‘on hold’, waiting for some flag to fall. This meant that there was no sense of danger, of urgency in the situation; the “X-factors” (PCs & GM rolls) were in command of the situation, and until one of them saw fit to upset the status quo, it would sit there and wait for the players to engage, perhaps indefinitely.
Having a House Daleron on the verge of splintering and disintegrating on so many fronts all at the same time injects some much-needed dynamism into the situation. Almost anything the PCs choose to do will create ripples that could set off a domino-chain of explosions, socially and politically, with vast ramifications and high stakes, with the PCs in the very center of events.
The fact that the Dalerons had waxed fat under Utherion only enlarges the stakes, but makes the fracturing of the House seem more plausible.
The changes achieve all three of the goals outlined above.
1.5 House Liandar
In a zero-sum game, for every winner, there is a loser. House Liandar were once the wealthiest of the Great Houses, but the years under Utherion have ended that, at least for now.
1.5.1 Mineral Treasure-house
House Liandar’s continental holdings on the continent were predominantly mountainous, agriculturally poor, but blessed with vast mineral resources. This arrangement was perfectly suitable to the House because they also held the major island named for the Family which supplied much of their agricultural product needs, and everyone wanted the production from their mines, enabling them to trade for any shortfall.
It did mean that the house was dependent on the trade routes that connected those two holdings, giving them three points of military vulnerability; securing their holdings forced significant military investment in both land forces and naval power.
1.5.2 Inheritance Patterns
This in turn led them to a variation upon the traditional inheritance pattern; rather than a primacy based upon age, and a three-fold structure, they employed a six-fold structure and primacy based on ability.
Most senior of the heirs was the son or daughter with the most acute overall vision and grasp of the things that made the House great – mining, transport, trade and awareness of the vulnerabilities of the House.
The next most senior was the most diplomatically-gifted child, who – under the Delegate Legacy – was permanently attached as assistant and understudy to the current Delegate, and who would inherit that position when age or circumstance left the Delegate unable to serve in that capacity.
The third position filled was the Admiral of the Navy. Here, sailing ability, tactics at sea, skill at navigation, and ability to command were the primary abilities in demand. Whichever child best satisfied these served as Vice-Admiral.
The fourth position to be filled was that of Continental General, which commanded the Aysle-based army of House Liandar. This position demanded versatility and the ability to translate diplomatic objectives into tactical ones, and vice-versa.
The fifth position to be filled was that of Home General, charged with the Defense of the Island and ensuring supplies to the military. Largely defensive in focus, this required less tactical nous and a greater capacity to entrench and not be moved.
Finally, the sixth position was that of Spiritual Advisor and Guide; a member of the Priesthood, but one with specific domestic responsibilities that extended beyond the Gods and matters of Faith; to this advisor were also delegated matters of knowledge, wisdom and skill, including heading the judiciary and other domestic issues, combining the roles normally assigned to second and third children.
If necessary, to make up the numbers, extended family were called upon rather than the direct line. The Liandar family are, as a result, more extended than those of most Great Houses.
1.5.3 The War With The Giants
The Giants had very minimal naval capability when they first invaded Upper Aysle, and saw the feats of which Liandar vessels were capable as almost supernatural. Perceiving an advantage that could be exploited to the benefit of their House, the Liandar began the construction of an suitably-upscaled vessel for the use of the Giants, while educating the Giants who would sail the Bifrost in her design and how to use it in different conditions.
They knew perfectly well that you can’t simply double the size of every parameter and expect a vessel that replicated the behavior of the original model; in essence, you could have a vessel that looked like the original, or one that sailed like the original.
Sidebar 1.5.3a Scaling
It’s a fascinating subject but one that can be hard to study, there’s an absence of overview perspectives that bring individual facts and factors together.
Some parameters are scale-invariant, that is, they scale perfectly. Others are not.
Some don’t change when they need to do so in order to create an accurate functional model of behavior for analysis – gravity, for example. Or the structural strength of various materials relative to the forces acting on them.
Some change but not by the right amounts. The atomic chemistry of water and other hydraulic fluids doesn’t change, but the hydraulic behavior of such materials can be different when it is put through scaled plumbing, for example. These also affect parameters like ship speed, mass vs displacement, wave height, and all sorts of other values relevant to this particular application.
Some are even more complicated than that, because these can represent combinations of effects, some operating this way with respect to scale and others either not at all or in the other direction.
Here’s a list of “numbers” for readers to look up for further information if they are interested:
- Froude number
- Reynolds number
- Weber number
- Cauchy number
- Euler number
— courtesy of Scale Model by Science Direct.
I think the Euler number was the one that I had in mind when I started writing this section, or maybe it was the Froude number, or the Reynolds Number, or maybe I had confused or coalesced them somehow.
There have been occasions when Formula 1 teams have switched wind tunnels from one scale to another and found that the relationship between their model testing and the real world is completely different. It can take years to understand the changes – and this stuff is fundamental to their car design and its success on-track, so they hire the best and spend millions on the subject.
Bottom line: the only perfect scale is 1:1. Anything else gets very complicated very quickly. But 1:1 scale carries its own set of compromises – it takes 16 times as long to produce a 1:1 scale model as it does a 1/4-scale model. So in prototyping, smaller is definitely better – unless you haven’t properly allowed for the consequences when you scale your prototype to full size.
1.5.3 The War With The Giants, continued
The Bifrost was capable of building up to an impressive straight-line speed, but required constant attention to changing wind conditions in order to do so, and acceleration was not at all what the Giants would have expected after seeing the human-sized vessels.
And it was even slower to slow down and stop when up to speed.
It turned agonizingly slowly, but turning any faster ripped up decking and quite literally began tearing the ship apart.
It carried more than enough cannon to sink any other vessel, but had very limited capacity to aim that firepower.
As a vessel of war, it was a very good merchantman; its holds could contain many times as much cargo as the largest vessels afloat prior to its construction. So it definitely had value – but wasn’t what the Giants expected. Yet, they could see for themselves that it was a perfect 2:1 scale replica of the best Liandar warships.
1.5.4 Bifrosts II, III, IV, V, & VI
Of course, they tried again – and again – and again. The Liandars, very helpfully, suggested that imperfections might also have scaled up and were having an unexpectedly-large detrimental effect – so extra time and effort was devoted to Bifrost IV. It was a little better, but not much.
The Liandars suggested that they try scaling in the other direction to produce vessels that were more responsive. The Bifrost V was 1/2 the size of one of their vessels, could be manned only by 1/4 of the crew (of giants), and had only 1/8th the firepower of a Liandar war-vessel. It was fast, responsive, and useless – but became very popular amongst the giants as a recreational vessel, especially once its length of hull was tweaked a bit and the hull narrowed a little.
Finally, the Liandars suggested building a 1:1 scale version but with a giant-sized helm, masts, etc. The Bifrost VI was so top-heavy that it turned turtle as soon as it entered the water; but suitable adjustments to the keel fixed that – and slowed the vessel to a crawl, because it had to weigh almost twice as much as a Liandar vessel of the same size.
1.5.5 Playing For Time
All of which consumed nearly 300 years of the conquest, during which time the Liandars were more or less left alone by the ruling Giants. This interval was not wasted by the Liandars, who had moved much of their army away from the continent, and who had constructed a vast (and well-hidden) fleet of troop transports to return them when the time was right, all completely undetected by the erstwhile Giant masters.
At the same time, one after another, old and reliable mines began to play out – not so many or so quickly as to arouse suspicion, but enough that the Liandars were costing the Giants more to oversee than the Giants were reaping from the oversight.
The Liandars offered, on numerous occasions, to let the Giants inspect the mines, which had been carefully prepared to seem unworkable, but the mine shafts themselves were all human-proportioned; a Giant would have to crawl the entire length of the mine shaft in, and then crawl back out, backwards. No such inspections were ever carried out.
Through numerous such subterfuges, House Liandar protected its people and its holdings, seeming to cooperate and collaborate fully with the conquerors, but never actually benefiting them or their conquest.
1.5.6 Overthrow Of The Giants
The uprising against the Giants saw that vast fleet transport a massive Liandar army and vast quantities of prepared War Material to Aysle, where it was distributed freely to the rebelling humans. The continent went from seemingly disarmed and pacified to fully armed and aroused seemingly overnight (it actually took months, but not where it showed).
As they reactivated their holdings on the continent, discovery “new veins” of ore, the Liandars essentially stepped right back into production where they had left off.
1.5.7 Paying The Price
It would be unfair to say that House Liandar escaped the War Of The Giants unscathed. On the contrary, they may have deferred paying that cost, but once the Giants were gone, they entered a more perilous state of affairs.
They had just given away several centuries worth of production, satiating and saturating the market for their wares. The exercise of shutting down their mines and then reopening them was enormously expensive in every respect. They were immensely unpopular outside of their own House for seeming to collaborate with the invaders, so even in those areas in which there was still demand, they were seen as undesirable trading partners.
And, at the end of it all, no matter how massive the fleet of troop transports, it could not possibly hope to match the might already on-hand of the Dalerons, and Tancreds. They found themselves with few friends and fewer customers, surrounded by hostile forces who knew how poorly-protected the most valuable of those holdings would be in the future..
1.5.8 The War Of The Crowns
Matters were not helped by the fact that the Home Army had been stripped to a bare minimum in order to raise the troops for the counter-invasion of Continental Aysle. It was not long before those troops had to return home.
It must also be admitted that the Liandar family were not the most popular even amongst those supposedly loyal to the House; it was too great a security risk for the commons to be informed as to the House strategy, and to them, too, it seemed that their leadership had betrayed them. Some accepted the truth when it could finally be revealed, others remained resentful and inclined to pledge loyalty to a different set of masters.
This made the holdings of House Liandar easy pickings at the start of the War Of The Crowns, and almost everyone took advantage of that. Even House Bendes, who themselves had played a long game, was forced into at least appearing to loot and pillage the unpopular House. Only the Tancreds and Ardinays stood with the Liandars, mindful of the speed with which the very arms now raised against them had been distributed.
At best, they entered the War Of The Crowns with the third or fourth-largest military – but 40% of that was naval, and 75% of what remained was dedicated to the protection of Liandar Island. In terms of inland forces on the continent and able to protect the House, they were the weakest of the Houses, completely beholden to the good will of others.
1.5.9 Prosperity under the Delegate Legacy
When the Delegate Legacy was proposed, the Liandar were eager to sign up to the accords. They proposed a Treaty between Lady Ardinay, House Tancred, and themselves – they would furnish the Delegate Court and those who protected and served within it with the best arms and armor, free of charge, in return for the protection of House Tancred.
At a stroke, this increased the area being protected by the Tancred military nearly 20%, and most of inhospitable terrain at that, but the benefits were such that they agreed. Nevertheless, they could never commit as many forces to the protection as were needed. Bandits – unofficially supported by House Daleron and the Vareths – were a never-ending problem from that time forward. The Tancreds did their best, but they never promised to protect the trade caravans that moved the output of the mines to where the ore could be refined, the gems cut, etc.
Still, it was enough that the Liandar survived, and slowly began to prosper once again, rebuilding their forces on the Continent through the centuries of ‘peace’ that followed.
1.5.10 The Invasion Of Utherion
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Those forces were fully committed to the defense of Aysle when Utherion’s Horrors attacked, and might have made the difference on the day, were it not for the perfidy of Daleron; with Tancred forces also fully committed, there was no-one left to shelter the Liandars when Roderick Daleron’s sneak attack took place, cutting deeply into the Liandar lines of defense.
When the invasion was seemingly thwarted by the heroics of Lady Ardinay, the Liandars may have hoped for a restoration of the status quo; everything that they had regained and rebuilt during the Delegate Legacy period had been wiped out in the attack, and many of their most valuable mines seized by House Daleron. They were shocked and dismayed to be told, after the invasion had been repulsed, that the military situation had changed.
Not only were the properties seized by Daleron not to be returned, but the provision of arms and material were henceforth to be designated as House Liandar’s rightful contribution to the mutual defense. If they had need to protect their holdings, henceforth, they would have to contract with other Houses for that protection; the Tancred were insufficient in numbers to provide it for free.
1.5.11 Under Utherion: The Ardinay Curse
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
This began a long period of reverses for House Liandar, not helped when the most fertile lands of Liandar Island began to wither and fail. Systematically, they were stripped of their continental holdings by the Dalerons, seemingly with the full support of Lady Ardinay. The official line from the Valley Of The Sword was that if House Liandar could not see to the protection of its property and the welfare of its citizens, that property and those citizens would be transferred into the hands of another House that could do so.
Duke Staffon Liandar was more religious than most, and 40 years into the post-Invasion nightmare, formulated the theory of the Ardinay Curse. This proposed that the Invaders, although repulsed, had cast upon the Lady a Curse that had blighted her good judgment and character. The result was a central authority tainted with madness. While others, especially the Bendes, sought to contain and constrain that madness, softening the worst decisions, their power to do so was limited and could only buy time for someone else to find a solution, just as House Liandar had needed to do during the occupation by the Giants.
1.5.12 The Refuge Of Light
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Although it meant unending years of near starvation due to the corruption of their fields, Staffon decided that no-one else could seek that solution; the Tancreds had fallen sway under the Curse, the Dalerons and Vareths were rampant, the Bendes overwhelmed, and the Gerriks powerless. Because their island held them sufficiently removed from the heart of the Curse and its corrupting power, only they were at sufficient distance to seek a cure.
Staffon made over the Island into a Refuge Of Light, where as many as could be spared would study the problem until a solution was found. Any fleeing oppression from elsewhere would be welcomed. Furtive contact with House Bendes established safe corridors for those fleeing for their lives, especially those of wisdom, faith, or learning, who could contribute to the search for an answer.
Over the next few centuries, the perception of the Curse Of Ardinay evolved; the impact upon the Tancreds in particular and the rise of Gareth Tancred, suggested something larger at work. It became the dominant theory that it was the Valley Of The Sword itself that had been cursed, and it was the madness caused by that curse that befell any who spent too much time in its proximity.
Others made their way to the Refuge Of Light, including the Ice Nomads who wander the Frozen Land; often, the wounded or sick are brought to Liandar Island where the family share their meager supplies and such healing as is available to them. Should trouble break out, as seems inevitable, the Liandar can count on support from the Nomads.
1.5.13 The Planned Purging
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
At the time of the invasion of Earth, leadership of House Liandar had fallen to William, a steadfast believer in the Ardinay Curse. The invasion plans would strip the Valley Of The Sword of almost all its defenders; there would never be a better opportunity. The best plan that had been devised was to completely depopulate the valley, raze every building to the ground, and then beseech the gods to interdict the site. Liandar forces held on standby for just such an opportunity were already en route when the first troops embarked up the Maelstrom Bridge.
This placed House Bendes in a difficult position. They put little stock in the Ardinay Curse, and could not support such a radical act of insurrection as William intended. At the same time, they were an ally and on what Mordecai Bendes believed to be ‘the right side’ in the whole affair; they could hardly betray the Liandars to someone with the forces at hand sufficient to stop them.
1.5.14 Reprieve
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
Luckily, the Duke of Bendes never had to make that call, as the Schism drove Utherion from the body of Pella Ardinay. Instantly, some parts of the lands of Aysle that had been blighted with corruption became clear-skied and fertile once more, while areas that had been whole became fell and corrupt. Those who had been marked by Corruption remained whole and fair of face in the areas of corruption, but should they move into an area now dominated by Light, the truth would be revealed upon their features. Some areas were neither one nor the other, and seemed to vacillate between one state and the other.
One of the areas which returned to the Light encompassed much of the Valley Of The Sword, to William, it was as though the Curse fled at his mere approach. An envoy from House Bendes approached and, after satisfying William as to his credentials, persuaded the Duke to encamp and hold off until the situation clarified itself.
1.5.15 Myth Modification
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
When news of the tumultuous events on Earth crossed the Maelstrom Bridge back to Aysle, William interpreted it as proof that his family had been right all along – the Valley had been cursed, and only when she left it could the True soul of Pella Ardinay reassert itself.
This, of course, completely ignores half the story, but such is the power of Confirmation Bias.
As such, William is fully prepared to put the Valley’s residents to the sword and raze its buildings at the slightest provocation. His forces are deployed so as to be able to strike into Daleron or Tancred territory should either Duke be so foolish as to incite trouble. He is willing to wait, to see whether or not the breaking of the Curse on Lady Ardinay has also broken the curse on the Valley, which would bring great spiritual relief to him; he is not an evil man, and would have deeply regretted the necessity of The Purging – but he would and will do it, anyway, should he think it necessary.
1.5.16 Repatriation
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
Until he gives the command, however, he has a number of very bored troops on his hands, and patrols against Daleron and Tancred interference are insufficient to occupy them. William has begun formulating wild ideas about repatriating the possessions looted from his family over the last 500 years, or hunting down Gareth Tancred and Manfred Daleron (even though the latter still leads his forces on Earth).
The encamped army is not yet a flash-point, but bored troops will not remain patient and vigilant forever; the compulsion to give them something to do is growing, and could yet spark a bloodbath.
1.5.17 House Liandar behind the curtains
No-one can do this much work in one sitting, and from time to time, mistakes and confusion will creep in. Usually, the early ideas are the ones with maximum clarity and focus and its the later ones that become muddled and muddy.
So it was when I was working on House Liandar, when some of the ideas that I had listed for House Gerrik got wrongly attributed and integrated too deeply to be withdrawn casually, particularly in respect of the Liandar’s naval and mercantile activities.
This forces either a complete revision of one or both sets of information, or accepting two different sets of Master Traders within the Great Houses, blurring the lines between them.
Is there room for both? Yes, of course there is – despite the similarity of names, there was significant distinction between the approaches of the Dutch East India Company and the (British) East India Company, and the Spanish approach during the era of Pirates on the High Seas was different again.
But emphasizing the differences meant that the Gerrik write-up lacks some of the cohesion of earlier concepts, and in fact began to morph from one concept to another in the course of the writing.
But that forces a new decision on me, in the compilation of these campaign/setting design notes – do I present the material exactly as it was, warts and all, or do I clean it up and impose a cohesion that was lacking at the time on the material, despite the risk of creating further confusion between the two Houses?
I have decided on a half-way compromise between the potential approaches – some revision for clarity but leaving the core of what was written back then, intact.
Just thought I should explain what you’re about to read – and what you’ve just read. I should add that there has been significantly greater revision of this House than of the others. Anyone familiar with the official material will find what’s below to be very different.
1.6 House Gerrik
The Gerriks are a family of rugged individualists who have banded together in common purpose and mutual protection. They are well suited to the harsh terrain of their heartlands in Upper Aysle, which include the Sashni Snowfields and the treacherous Kelor Mountains, which tower as much as 1280 meters above the Valley Of The Skulls.
The Gerriks have a history of able seamanship and exploration. It was a Gerrik who first mapped much of Upper Aysle, and named many of the islands in the Trade Sea and Living Sea.
There are numerous groups of inhabitants on Upper Aysle who have never met anyone not of House Gerrik.
1.6.1 Alliance Dowries
Eight out of ten Gerrik brides are from outside the Great Houses, and special permission of the Duke is required to marry a person of Rank from another House. The Gerriks believe marriages to commoners helps keep the family grounded.
When offering marriage to an outsider, it is customary for the Gerriks to pay a Dowrie of some substance. If the outsider is a female, it is title to some lands owned by the Gerriks, on the provision that it remain part of the family holdings; if the outsider is a male, it is some property of value – gold, gems, a vessel, or other trade goods.
These dowries are granted / given to both the family of the outsider and to their community as a whole, normally in 60-40 ratio. Most recipients are then receptive to further agreements, especially in matters of trade, so the Gerriks have vastly greater holdings than any other house suspects (save perhaps House Bendes, of course).
1.6.2 Division of Ownership
Another tradition within House Gerrik is that women own land and the direct production from it; men own the goods and property that are made from that production, the facilities for doing so, the means of trading the products, and the proceeds of those sales. Every husband-and-wife is this a small production facility of some sort.
The men are required to purchase from the women the raw materials they require at the prices set by the women. Sometimes, a most-favored agreement will offer discounts on specific transactions – those between husband and wife, for example. Both are thus rendered more prosperous by fidelity, which the Gerriks believe leads to stronger unions.
1.6.3 Trade
Gerriks trade with everyone, including themselves. Every transaction is a new deal to them, though some are bound by traditional prices or long-standing agreements, enabling a minimum of negotiation.
Outsiders often have trouble grasping the subtext that’s involved. When a wife tells her husband to bring home two steaks of Armorfish when he returns at the end of the day, she is proposing a contract for marital services – should he provide the necessary, she will prepare a meal for their mutual consumption, and still owe him something afterwards, a settlement to be negotiated between them later.
Gerriks are extremely fair traders, believing that the long-term benefits of multiple mutually-satisfactory trades will outweigh any short-term gains from a more parsimonious approach.
1.6.4 The Gathering
Once a year, the most senior members of the Gerriks gather, with their account books, and tally up the proceeds of their annual activities. 100 shares in the house per member are then issued, and distributed proportionately according to the prosperity brought to the family (or the relative lack of losses, in harder times).
The shares distributed are added to those received in prior years; whoever has the most becomes Senior Trader and head of the Family for the next year, assuming the title (for outside consumption) of Duke or Duchess – or pledging their support (and hence their shares) to another candidate.
Other titles are then bestowed according to total shares accumulated.
Should an individual be disinterested in politics, or have faith in the current leadership, or simply find themselves too busy to attend, they receive no new shares, but can “loan” their existing shares to another participant. In practice, this generally means that unless his policies have led to disaster, the existing leadership of the family retains uncontested control; only when a Duke chooses to retire or passes away, and new leadership has to be selected does The Gathering gain special significance.
The shares are thus a means of measuring influence within the family, and that influence is used to select the Leadership. In any other family, it might lead to chaos and anarchy; for the Gerriks, it seems to work.
1.6.5 The Tithing
The final action of the Gathering is the Tithing. Each participant (including those represented by proxy) must pay a share of their profits to the Family for the common purposes of prosperity and defense. The actual rate of contribution is based on the number of shares issued. Those voting proxies from other family members assume responsibility for this debt on their behalf, and it is up to them to collect from the absent family member – or not, should they so choose.
These funds are used to construct new trading vessels, each family member receiving one upon assuming adulthood, paying House Members to serve in the military (in lieu of their earning profits on their own behalf), maintaining important structures like city walls and Castle Gerrik, and other public works.
1.6.6 Splendid Isolation
Always, the greatest profits are to be achieved by barter with the other Great Families, but so are the greatest risks; should political conditions on Continental Aysle prove inhospitable, the Gerriks are entirely capable of forbidding contact with the Continent for a year or more, or until some indications suggest that conditions have improved.
Should hostility be aimed in their direction, they are quite happy to retreat into what they sometimes term “Splendid Isolation” – which is really a misnomer, for they will continue to trade with smaller communities outside of the Great Houses.
Occasionally, a trader will decide that he knows better than the House leadership, and instigate a forbidden contact. They do so completely at their own risk, but also stand to retain the profits and influence should they succeed.
Such trading is hazardous to one’s standing within the family; should another member of the household incur unwarranted expenses, or should the army need to be put into the field as a result, the costs of doing so are deducted from any profits at the next Gathering. An ill-chosen venture can see one’s influence within the family plummet. A well-chosen one can elevate you over several other contenders for many years.
1.6.7 The Coming Of Giants
When the Giants came, the threat to profit was sufficient that House Gerrik placed its army in places to strategically resist their advance, but immediately counted those brave warriors as lost; payment of widows’ benefits and other compensations began immediately. House Gerrik vanished, abandoning all holdings on the Continent (save those where the owner decided to make a personal stand against the invaders).
This did not mean abandoning the rest of Upper Aysle to their fates; Duke Asthari Gerrik traveled personally to House Bendes where he promised the Duke of that house, “Whatever you need to resist the invaders, it is yours if we have it or can obtain it.” The Bendes, aware that depending on another could create vulnerabilities that could manifest at a critical moment, were extremely judicious in calling upon this aid, instead presenting Asthari with a long list of tasks aimed at confining the Giants – raising support amongst the lesser kingdoms and other groups, persuading the Viking Clans to harass the invaders, creating disruptions, providing safe havens and means of transportation for those fleeing the Giants, and providing transportation for their own agents and agitators.
As a result, while continental Aysle and several of the larger islands fell under Giants control, critical areas of resistance hampered further conquest. The Mage Islands, for example, never fell.
1.6.8 The War Of The Crowns
Like all leaders, those of House Gerrik were capable of error, and from time to time this cost the House dearly. When the giants were overthrown at last, Duke Eorval used the reconstituted army of House Gerrik to reclaim the lands and properties on Continental Aysle that had been abandoned 500 years earlier, displacing any who had moved into them in the meantime. He then committed that army to defending those claims when the War Of The Crowns began.
Okay, yes, a token payment was made to those dispossessed for “caretaking” of the properties, but this nevertheless inflamed resentment against the House amongst those who remained strong on the continent. Duke Eorval sacrificed his entire standing within the family when the expense of this folly was deducted at the next Gathering, and he was supplanted by his first cousin’s son, Vorath, but it was too late to undo the damage, or to withdraw from the conflict; Eorval had thoroughly entangled the family fortunes, hiring elements of the army out to other Dukes as mercenaries, weakening them sufficiently that holding after holding fell, mostly to the Dalerons.
1.6.9 The Delegate Legacy
It would seem that the Gerriks would have been eager to embrace the Delegate Legacy, but Eorval was uncertain. The resentment of the other Houses had metastasized into outright hatred in many cases, and they were welcome nowhere. They were even accused of collaborating with the Giants.
Only the testimony of the Bendes saved the Gerriks from being ousted from the High Court before it first assembled. Nevertheless, throughout the time following the War Of The Crowns, the Gerriks found more friends outside of the great Houses than they did within.
Nevertheless, the truism remained – the road to greatest profits ran through the other Great Houses, and if the price of participation was resentment or hostility, that was just an unfortunate reality.
Nevertheless, each Duke of the House thereafter made it a personal mission to make some small steps toward repairing their damaged reputations.
1.6.10 The Utherion Invasion
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
The first real opportunity to do so came some 5 centuries later, when Utherion invaded.
Maelstrom Bridges descended into each of the Great Houses, and the Valley of the sword, and in various other places in both Upper and Lower Aysle. The Gerrik bridge landed in an isolated area of their continental holdings, and since his plans did not call for excessive destruction, his forces were able to strike into the Valley Of The Sword before House Gerrik could muster its defenses.
The Gerrik Army, in a forced march through hostile terrain, made a desperate effort to outflank them but were butchered by Ghouls and a flight of Draconis Teutonica which had allied themselves with the invaders. Nevertheless, the Gerriks were able to cut the lines of the enemy invaders, at great cost, forcing Utherion to send a second Maelstrom Bridge directly into the Valley before it had been secured.
This opened the door for the direct confrontation between the defenders of the Cosm and the horrors, which culminated in the death of Tolwyn Tancred and the brave “victory” by Pella Ardinay.
After the invasion, House Gerrik was honored for their bravery and loyalty, instrumental in securing that “victory”. Once again, their army had been decimated, effectively thrown away in what would ultimately prove to have been a pointless effort, but at the time this was not apparent, and the restoration of goodwill toward the House was adjudged a fair reward for their sacrifice.
1.6.11 Under Utherion
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
But Ardinay seemed changed by the experience, and almost immediately there were troubling developments. The Gerriks had no real love of the Tancreds, but conceded that they had always dealt honorably with them, even when they were virtually outcast. The rewarding of Gareth Tancred flew in the face of the noble principles of the Delegate Legacy, and the stripping of property from the Liandars and gift of same to the Dalerons was an offense of even greater magnitude.
As they feared, the Liandar precedent was soon turned against the Gerriks; they had lost so much of their army that they were unable to defend against Daleron “Bandits”, and slowly their possessions began to be stripped from the family.
1.6.12 Conspiracy
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Leaving behind token forces to mask their actions, and their delegate, the Gerriks began once again to retreat to their “Splendid Isolation”. In an act of singular deja vu, they once again approached House Bendes and said unto them, “You must have noticed something is very wrong. Until we know what it is, we cannot fight it. Discovering such secrets is your forte. Whatever you need, should we possess it, or be able to acquire it, it is yours for the asking.”
This time around, the Gerriks had proven themselves in the eyes of the Bendes, and while still wary of the risks, a strong alliance between the two Houses was secretly forged.
As before, the Gerriks were to gain the support of the other populaces in Upper Aysle, and to scout on behalf of the conspiracy. They were also to rebuild their army, bigger than ever before; it needed to be able to match the combined might of the Tancreds and Dalerons, if that were possible. Safe Havens were again needed, and conduits to them. And, perhaps most dangerous of all, the Giants needed to be scouted; had they been subject to the invasion, how had they responded, and was an alliance possible? House Vareth controlled the rimward access; this would entail a series of perilous voyages through the boiling seas and the Hole In The Disk.
Most of all, they needed to know who their enemies were, and how their forces were disposed. House Bendes was best equipped to learn this. In the meantime, they could halt the theft of lands from the Gerriks; the Bendes Delegate was a trusted advisor to Lady Ardinay, and would warn when a ‘sanctioned raid’ or ‘inspection’ was imminent, and where; by quickly relocating a token force from what remained of their armies, the Gerriks could position them to seem far greater in numbers than they were. This would enable Gerrik properties to provide the conduits to the safe havens.
This time around, the Gerriks would be the linchpin of the resistance.
1.6.13 The Overthrow Of Utherion
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
Because it was always intended to engage in conflict on continental Aysle, the new Gerrik army was based on the rimward island of Haven and a series of smaller islands all over upper Aysle, but each transport vessel was built – at great expense – with one-shot transport magic spells embedded within it that would enable the army to converge on designated landing points, including the coastline of the Inland Sea and the many rivers that surrounded the Valley Of The Sword. With just 24 hours notice, it could be surrounded by a ring of steel. Most of the soldiers were refugees and recruits from outside the Great Houses, irregulars and mercenaries, paid to train, stand ready, raise successors, and – should the word come down – to fight to the death..
It says much of House Gerrik, given their philosophies, that these vast expenditures were agreed to by each successive Gathering without protest. This was now viewed as a matter of survival for the House, and no expense was spared.
Without warning, when Lady Ardinay crossed the Maelstrom Bridge to earth, everything changed. Duke Augustus needed no message from House Bendes; on his own initiative, and leading the forces personally, he instigated the long-planned blockade of the Valley Of The Sword, ready to sweep down and take charge.
Then word from House Bendes reached him describing the expulsion of the possessing spirit of Utherion, the viper who had lived in their midst for centuries. Although initially suspicious of Ardinay’s sudden “conversion” to the side of Light, Augustus was prepared to gamble that the change of heart was genuine. Giving command of the bulk of the force over to his son, Duncan, he directed that they ignore the Castle that they had planned to sack, and instead fight their way to the Maelstrom Bridge and cross it, in support of Pella Ardinay.
Some had to remain to prevent a premature reaction by Liandar; urgent negotiations are now underway between the two Dukes, but regardless of the outcome, Augustus has no intention of letting Duke William’s forces get anywhere near the Valley Of The Sword.
In the meantime, a second order went out, mobilizing a second army.
1.6.14 The Rewards Of Treason
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
That army, and its naval transports, have begun a series of guerrilla raids against the Dalerons, Tancreds, and (to a lesser extent) Vareths, aimed not so much at achieving victories as keeping their forces pinned down and unable to move against anyone, either on the Continent or across the Maelstrom Bridge. Without the forces now commanded by Duncan, the Gerriks can’t defeat either of these houses, but if they don’t know where will be attacked and raided next, they have to try and defend everywhere – and Gerrik family records make it clear how difficult that is when you don’t have enough manpower for the job.
The plan is to forcibly stabilize the situation on the content, while Duncan’s forces do the same in England. Once potential explosions can be extinguished, there will be time enough to think about next steps and broader strategies.
But, disconcertingly, neither Daleron nor Tancred are reacting to these raids as they should. Report after report is filtering back to Augustus of towns and outposts swept clean of defenders. Someone is up to something, and he doesn’t know what it is.
1.7 House Vareth
Sometimes political stability is very hard to achieve; at other times, the neutralization of a single disruptive element can provide a tipping point into peace and prosperity.
One of the masterstrokes that made a success of the Delegate Legacy was the creation of House Vareth, because it engaged the Dwarves of Clan Vareth in the politics of the surface world; previously, they functioned as mercenary forces, emerging from nowhere to fight on behalf of the highest bidder, often deep behind enemy lines.
The Dwarves of the time accepted, thinking they were simply being bribed to stay on the sidelines, which they would do – until someone made them a better offer, of course. But much to their surprise, they found themselves becoming attached to people from the surface, and discovering that they had opinions on the policies of the day, and that the humans would actually listen to those opinions with respect.
That was when House Vareth really came into existence, when it was given more than mere lip service.
Isn’t it ironic that Clan Vareth never actually existed?
1.7.1 Behind The Curtain
Their rapid-transit system gave the Dwarves such a tactical and military advantage that it was necessary to give them a far more turbulent background than that implied by the official sourcebook. I definitely wanted a Dwarven hero amongst the PCs for the first adventure, because the climax of that adventure could only be reached within a reasonable time-frame by utilizing that rapid-transit system.
That in turn shaped the rest of the first adventure, because I needed to make sure that the threat being faced would justify the revelation of a state secret. Much of what preceded that point in the adventure was aimed at #1 establishing the villain, and #2 giving the party the chance to win the Dwarf’s trust.
The condition of the rapid-transit system was also a convenient plot device for foreshadowing the events of the hundreds of years between the first and second adventure. But it was the outrage of the Dwarven PC upon learning how low his brethren had sunk in the interval that propelled the second adventure forward.
Ultimately, House Vareth underwent a near-total rewrite as a consequence. I like to think that I’ve been faithful to the spirit of the original.
1.7.2 Dwarven Beginnings
Dwarves were there at the beginning of everything, or so they claim. Improbable as it might seem, the other populations had no origin myth when they arrived on Aysle, not knowing where they were or how they got there; to the Dwarves (who do tend to lose track of time, living deep underground), they weren’t there one day, and the next day they were.
The disk-world is so unlikely a form that the humans, elves, etc, had no reason not to accept the Dwarves’ account, but at the same time, the Dwarves were forced to accept that there had to be even more to the story – who had brought he humans etc here, and why? It wasn’t any of their gods!
1.7.3 Surface Emergence
NB: Much of the following will be known to any Dwarf in the party but not known generally by members of other races.
The Dwarves of the era decided that they needed to keep an eye on these strangers, and so they built a few villages on the surface here and there. These were representative of a number of different Clans – there were Akhvarz (Axehold), Reztzetl (Copperborn), Ezutzvall (Silverbeard), Vohzhau (Redhairs), Bhevaztim (Ironcrag), Hamuokek (Ashenfists), Khalyzo (Deepdelver), Legnagaz (Biggest Belly), and Szimkarth (Rockhounds), amongst many others.
The Dwarven philosophy of the time was that if it lay under or in the Earth, it was theirs. This naturally created some conflict with their neighbors, who were inclined to think that anything that lay under their feet to whatever depth they could reach was theirs, and the Dwarves could have whatever was left.
In theory, this would have been acceptable to the Dwarves, provided that the territorial dividing line was fixed, and perhaps some sort of buffer in which the locals paid the Dwarves to extract ores or other valuables. The problem that they had was they dealt with volume and not a 2-dimensional surface.
Sidebar: Volume Vs Area, A Dwarven perspective
Area
Let’s say that 0.05% of the earth’s surface has mineral wealth reasonably close to the surface.
If we’re dealing with a 10km x 10km region, that’s 100 square km, and so that 0.05% translates to 50 square meters. That’s the size of a small hall.
Let’s further assume that individual finds are no larger than 5m x 5m. That means two claims exist in that 10km-square region.
People traveling over the surface, either looking for valuables or just traveling from A to B (before there were paths, trails, and roads) will explore a swathe 2m wide x average cross-length.
The shortest cross-length is straight across, 10km. The longest is corner-to-corner, that’s 14.14km. Some routes may meander a bit, so allow up to +50% for that, giving a maximum of 21.2km. The average of 10km and 21.2km is 15.6km.
2m is 0.002km. So each person or group explores an average of 0.0312 square km. There are 3205 (and a fraction) of those in 100 sqr km. So the minimum is 3205 explorers to investigate the entire 10x10km square.
In reality, people will avoid difficult terrain if they can, so it might take 2-3 times that many travelers to get complete coverage; but that is somewhat compensated for by people recognizing geological clues from a greater distance than that 2m swathe. So let’s stick with 3200 as a reasonable number.
Volume
The average mineral deposit consists of veins of material. These may be 1-200m in length (or more) and 5m across. At the heart of the deposit will be a large bubble of the material, perhaps 75m in horizontal radius and half that in height radius, or vice-versa. Either way, the volume will be the same. Just outside that bubble, the veins will cluster together very tightly, and there could be hundreds of them. Most will be 20m in length; only 5% of those will run a full 100m. And of those, only 5% will make it to 200m, and only 5% will get to 500m, and only 5% of those will make 1000m. So the mineral deposit doesn’t come to a hard end, it just fades out.
Let’s assess a more accurate average:
100% = 10m = 100%
90% = 20m = 90%
5% x 90% = 100m = 4.5%
5% x 5% x 90% = 200m = 0.225%
5% x 5% x 5% x 90% = 500m = 0.01125%
5% x 5% x 5% x 5% x 90% = 1000m = 0.0005625%
So:
0.0005625% go 1000m.
0.01125% – 0.0005625% go 500m and no further = 0.0106875%.
0.225% – 0.01125% go 200m and no further = 0.21375%.
4.5% – 0.225% go 100m and no further = 4.275%.
90% – 4.5% go 20m and no further = 85.5%.
100-90% go 10m and no further = 10%.
10% × 10m = 100%m.
85.5% × 20m = 1710%m.
4.275% × 100m = 427.5%m.
0.21375% × 200m = 42.75%m.
0.0106875% × 500m = 5.34375%m.
0.0005625% × 1000m = 0.5625%m.
Total %: 99.9999875
Therefore, 0.0000125% go more than 1000m which is going to be a contribution of 0.0125%m or more – maybe as much as twice that – but it’s a negligible amount.
Nevertheless: Add up the %m (aside from that estimate) and you get 2286.15625%m; divide by 99.999875, and you get an average length of 22.86m.
So we have a spheroid and then a fringe of 22.86m radius during which time we go from 100% ore to 0% ore.
Volume of the spheroid = 4/3 . pi . r1 . r2 . r3
= 4/3 × pi × 75m / 2 × 75m / 2 × 75m / 4
= 193281.58 m^3
= 0.001.9328 km^3, possibly a bit less if the surface cuts through the top of the bubble.
There is a fringe – let’s assume that 50% density is half-way out through that fringe, which will give the average extent of the whole.
Fringe + Spheroid = 4/3 . pi . (r1 + f/2) . (r2 + f/2) . (r3 + f/2)
= 4/3 × pi × (75m / 2 + 11.43) × (75m / 2 + 11.43) × (75m / 4 + 11.43)
= 4/3 × pi × (48.93) × (48.93) × (30.18)
= 302662.26 m^3
= 0.0030266226 km^3.
That’s the number we really want.
So we have a block of earth, a 10km × 10km × 10km cube. 1000 cubic km volume. That’s enough to contain 3,304,012.82 of those deposits. If we assume a similar distribution to what was on the surface, though, where we ended up with 2 finds, we get 1.414^3 = 2.828 such finds.
The odds of intersecting a find with any given tunnel are 2.828 / 3304012.82 = 0.0000856%. Or 1 in 1,168,145 – if you prefer.
It gets worse for the Dwarves. Once you have a tunnel from A to B, you aren’t going to dig another, you’re going to use the one you’ve already got. So there are going to be far less than that 3205 crossings unless you stick a town in the middle of it – with no good reason to do so.
Worse again, there’s no equivalent of geological clues to tell you where to look – not in a volume that large.
That’s a problem.
Solving The Problem
NB: Much of the following will be known to any Dwarf in the party but not known generally by members of other races.
While Dwarves wouldn’t have much access to Arcane Magic until the creation of the Valley Of The Sword, they had plenty of clerical magic and gods that liked them enough to make this place for them.
I expect a lot of Dwarven prayers are along the lines of “show us where to dig” and “let us see through the rock and earth to the ore”.
I envisage something that gives an approximate distance to the nearest body of ore; the Dwarves traipse along one of their tunnels until that reaches its lowest point.
Next, they need a direction from that point. That’s a second clerical prayer.
Then, they need to dig. Their directions are only approximate, but they know roughly how far they have to go – so after tunneling half the distance, they recheck and adjust their course. Repeat at the 3/4 mark. When they get to within 100m of the deposit, they need to start planning – so now the final prayer (let me see through stone and earth…”) takes effect, and guides them to the actual pocket of ore. They then need to assay it and work out how to approach mining it.
That will mean erecting / digging out some sort of infrastructure, and deciding how the ore is going to get transported.
And that’s how I see the Dwarves solving the problem of dealing with Volume and not a two-dimensional surface.
You get similar issues, and a similar solution, with a lot of what would be taken for granted on the surface.
1.7.4 The Early Days: “Vareth”
NB: Much of the following will be known to any Dwarf in the party but not known generally by members of other races.
In the early days, the Dwarves who chose to live on the surface, or otherwise have dealings with the surface-dwellers, were called “Vareth”. A loose translation might be “outsider-phile” or “surface-dweller-phile”.
The humans misinterpreted (they are good at doing that) and thought that an assembly or gathering of Vareth was the same thing as a Clan, since they knew the Dwarves were organized into social groups along Clan lines.
So the myth that there was one Clan who specialized in contact with the surface, or in leading the efforts of another clan doing so, came into being. The Dwarves found it both humorous and beneficial, so they never sought to correct the misunderstanding.
The Dwarves, meanwhile, set about exploring the surface world, given that they could reach any point of it by tunneling.
1.7.5 Coming Of The Giants
NB: Much of the following will be known to any Dwarf in the party but not known generally by members of other races.
Which is how it came to be that there were Dwarves nosing around in the rim to uncover a route through to the equivalent landscape on Lower Aysle. Over many years, the Dwarves moved construction materials and populations to a port that they constructed there, where the Frozen Land of Lower Aysle met the Ice Sea.
Exactly what they were planning remains a secret within House Vareth to this day – but they built sailing ships, and filled them with ore, and food, and set out to explore the lands and seas.
The Giants – well, some of them – were more touchy and warlike than expected, and also knew how to build ships. It was inevitable that the two groups would intersect at some point. When they did, the Dwarves tried treating the Giants with the same diplomatic approach that they had used on Upper Aysle, and managed to give offense.
With a War Party of ticked-off giants in hot pursuit, the Dwarves ran for it, leading the Giants straight back to their port town on the Frozen Land. The giants sacked it and burned it to the ground, throwing great bags of something that burst into flame when the bag was broached. Again, the Dwarven population fled for the hidden passes back to upper Aysle, Giants in heated pursuit. Once there, the Dwarves vanished into one of their underground towns, the same one from which the expedition had embarked, years earlier. They were safe there, but the Giants now gazed with wonder, greed, and hunger for power upon this new land.
When the Dwarves later confessed to accidentally showing the Giants the route through to Upper Aysle, they weren’t telling anything even close to the whole story.
1.7.6 War With The Giants
NB: The following will be known to any Dwarf in the party but some of it will not be known generally by members of other races.
For 500 years (surface measurement) or 1000 years (Dwarven estimate), the Giants held sway. in Upper Aysle. The Dwarves would have liked to have remained hidden and at a safe distance; but it was only a matter of time until one of them stumbled over one of the Dwarf villages that had been set up, above ground.
And flattened it, with the help of a few allies.
Now that they knew what to look for, the Giants started searching for other Dwarven villages, and crushed them, as well. So, when Vareth ambassadors came forth from their hiding places below the earth, to forge secret alliance with the Houses of Upper Aysle, and make war in the common cause, it wasn’t as though they had no skin in the game, so to speak.
In fact, the Clans who had lost relatives and profitable enterprises in these raids were livid at thew carelessness of the Vareths, and quite prepared to use force to put them out of business
So, when the Vareths used a covering of guilt to explain their joining the fight against the giants, they weren’t being entirely truthful, either. In fact, they were given no other choice by the powerful clans who had lost beloved citizens.
1.7.7 The Persecution Years
NB: The following will be known to any Dwarf in the party but some of it will not be known generally by members of other races.
The Vareths refer to the decades in which the struggle with the giants hung in the balance as the Persecution Years, because of the way the other Clans treated them. House records say that this struggle – and the persecution of House Vareth – lasted for nigh-on 200 years – but Dwarves have been known to exaggerate, and have trouble keeping track of time, anyway.
When the last of the Giants had been driven back to Lower Aysle, the Great Houses began to consolidate the lands that had been liberated, and went to war over that which was most desirable.
The War Of The Crowns had started.
1.7.8 The War Of The Crowns
NB: The following will be known to any Dwarf in the party but some of it will not be known generally by members of other races.
Human records say that the War Of The Crowns lasted for four years. Dwarven records say it was closer to 40, and in this case, both numbers have to be treated with a grain of salt.
The Vareths sought to get back on the good side with the Clans by operating as go-betweens and hiring entire clans out as mercenaries. Much of the legend of the Dwarven Fighter stems from this period, when whole armies would emerge from nowhere, decimate an enemy force, and then vanish from whence they came.
As explained earlier, to cover up the state secret of their rapid transport system, the Vareths dissembled and outright deceived, claiming that the soldiers had run several days and nights to reach a designated hiding place, from which to strike.
But, in truth, the Vareths miscalculated and got greedy. They decided that it would help break up the unity of the other Clans who held a grudge against them if they had a grudge or two with each other, too, so they sold mercenary support from different clans to both sides in some of the conflicts.
As soon as these soldiers saw each other on the battlefield, both sides would quit the battle immediately, saying only “Dwarf Clans do not fight each other for the amusement of Outsiders”. This misstep undid most of the repair-work on the relationship between the Vareths and the Clans.
1.7.9 The Delegate Legacy
For the delegate legacy to work, it had to become impossible or impractical for a war to be conducted by Proxy. That meant that Dwarven Mercenaries could no longer be tolerated.
Her masterstroke, and the one thing that did more to secure the peace than any other, wad to offer the Vareths a House of their own, to be based on the island of Vareth.
The Vareths demanded that their old properties also be returned to them, a final nail in the coffin of the resentment and anger of the Clans toward them – they could quietly turn these over to the Clans that had once held them, leaving only a Vareth “overseer”.
To the Vareths, they had little choice but to accept; the Clans were about to come down upon them with prejudice and force. But they kept that to themselves, and – seemingly reluctantly – accepted the offer. This, to them, was Official recognition of the role that they played in connecting the two societies, and a means of leveraging that recognition into a permanent and protected status – protected from the other clans, that is!
Two final provisos were insisted upon.
#1, that the newly-constituted House Vareth have exclusive rights on representing the World Below to the World Above; no treaty or agreement that they did not ratify would hold force, and that any approach by Great House to a Dwarven Clan or vice-versa that did not have their approval would be forbidden and illegal, null and void;
and #2, that House Vareth be automatically included amongst the Great Houses on equal terms with all the others.
1.7.10 The Clan Wars
NB: The following will be known to any Dwarf in the party but some of it will not be known generally by members of other races.
The Vareths position was neither as secure nor as comfortable as they made it out to be. Until the forced “wedding to clan” of the members of the new House, they had simply been like-minded representatives of the clans, with members drawn from almost all of them. The formalization of House Vareth forced them out of the Clans to which they held family allegiance, and some careful manipulations saw the Clans to seethe with renewed anger and resentment. Beneath the surface presented by House Vareth, the Clan Wars were secretly beginning.
1.7.11 Two Attitudes
From the very outset, the Vareths had two attitudes, two philosophies, two differing strands of thought and policy.
There were those who found the surface world and its people fascinating and welcomed being around them socially; and there are those who saw the surface and its dwellers as something to exploit – originally for the benefit of the clans to which they belonged, and now to the benefit of themselves and the House that had been erected around them.
Time and time again, the latter group got the Vareths in trouble of one sort or another, then lied and dissembled to cover up the problem and wallpaper over the resulting social discord.
While much of the court functions were granted to the first group, control of the House was securely held by the second.
It was the latter who instigated the colonization of Lower Aysle; who led their fellow Dwarfs into the clan wars, and who now formed the political core of the new House. If you do not understand this, you do not understand House Vareth.
1.7.12 A Funny Thing Happened On The Way To The Invasion
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Even in a race as long-lived as the Dwarfs, Social perspectives, habits, and structures can change over centuries of time. For much of the preceding hundreds of years, it had been the Vareths against the Clans, starting with the Persecutions.
Over the hundreds of years of the Clan Wars, with House Vareth carefully keeping awareness of the events out of reach of the Surface World for fear of undermining their authority, Clan affiliations and loyalties had been stressed and even sabotaged in the name of the mythical “Clan Vareth”. And slowly, the ruling members of that House over that time, those rulers began to think of themselves as a clan apart from the others, responsible only unto themselves.
House Vareth became real to them, and the heritage of membership in the other clans was eroded in meaning or lost entirely.
1.7.13 Utherion Invades
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Duke Dwyvan Vareth was but newly ascended to the throne when the Horrors in service of Utherion invaded. It is unclear whether or not there had been pre-invasion contact with the Dwarves, but whether it was by prearrangement or simple greed, the Dwarves resisted all calls for assistance by the other Houses and by Lady Ardinay until their status was brought into question.
Their reluctance was aided by the fact that, in one of his shrewdest moves of the invasion, Utherion’s Horrors did not attack the world Below – perhaps, explained the Dwarven Delegate to the High Court, the invaders had overlooked their existence, giving them a tactical advantage that was not to be dismissed casually.
All of which at least sounds very reasonable. Whatever the truth of the matter, the fact is that the Dwarves did not engage until forced to do so, and even then only committed a token force.
Fortunately, their aid was not pivotal in the outcome, with the invasion being repulsed without them, or so it seemed at the time.
1.7.14 Ally Of Convenience: The Splintering Of House Vareth
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
Another question that is unclear and unanswered is whether or not, during the long period when he was in possession of Pella Ardinay, Utherion ever revealed himself to House Vareth. Duke Mordecai Bendes believes not, because he can see no advantage to either party in such a revelation; instead, he attributes subsequent developments to reduced oversight of the Vareths and other Houses and to the natural inclinations of Duke Dwyvan.
Dwyvan had what an earth psychologist might call an inferiority complex coupled with a persecution complex, with both linked to a massive chip on his shoulder. House Vareth, to his mind, was the pinnacle of Dwarven civilization, and should be the masters of all the Clans; and, at the same time, he felt keenly that his people were not given the respect that this position should have entitled him to receive from the other Houses.
The Dwarves, in his mind, were workhorses and employees, not trusted or respected as they deserved.
It is known that Lady Ardinay (Utherion) played into this psychology, telling Dwyvan that she would support their efforts to bring their rebellious brethren into line, and encouraged him to seek profits for his House because money was all that “some of the other Houses” would respect. Soft living and conspicuous displays of wealth, that was the ticket.
So naive out of his depth was he that Dwyvan did not even question how she knew of the Dwarves’ internal conflicts, something House Vareth had gone to extraordinary lengths to conceal.
If these assessments are correct, the House Vareth and Utherion became allies of convenience to each other, and the Vareths never actually committed Treason against the Delegate Legacy.
1.7.15 Press-Gangs, Slavery, and Blackmail
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
What resulted was that Dwyvan was given permission to engage his basest instincts, and he wasted little time in doing so.
It started with the Kidnapping of clan-leaders’ heirs, and their enslavement in the fields of House Vareth. Their clans were informed that their heirs would be well cared-for – unless they opposed the Vareths, in which case, accidents might happen.
This was followed by a suite of decrees by the House which made the Clans’ subordinate position to the Vareths very clear. A few protested; they were captured and carried away by the Vareths.
Press-gangs became a feature of life in each of the Clan settlements; the slightest hint of disaffection or rebellion led to a new ‘recruit’ being added to the ranks, carted away, given a perfunctory ‘hearing’, and enslaved under the guise of punishment for sedition.
Soon, House Vareth had more slaves than they needed, and were adding to them at pace; half-folk being the latest targets of their predatory practices.
And throughout, the promises and advice of Lady Ardinay, so well-tailored to Dwyvan’s prejudices, continued to erode the principles of House Vareth with Corruption.
1.7.16 The Invasion Of Earth
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
When preparing for the invasion of Earth, Utherion realized that he would need tough and resilient shock troops to serve the role that his Horrors had played in the conquest of Aysle. Dwarves, he decided, would be ideal – have the rush across the Maelstrom Bridge, erect Stellae, then hunker down and fortify their position until he could get there to activate the Reality Flux. He cared not whether or not these were Dwarves in voluntary service; if they were indentured and blackmailed into participating, so much the better.
Accordingly, she took the unprecedented step of traveling to Vareth itself, playing into Dwyvan’s inflated ego in the process. With that piece of flattery under her belt, it was easy for the promise of wealth and still greater respect to lure the Dwarves into her service.
At the same time, she took the opportunity to drive wedges between her allies, just in case one of them should become ambitious, telling the now elderly and slightly wiser Dwyvan that behind his back, Gareth of Tancred and Roderick Daleron still dismissed the Dwarves as mere Slave Traders; fighting a war of conquest alongside each other was exactly the move needed to cement the respect the Dwarves were entitled to.
Completely taken in, Dwyvan pledged 100,000 Dwarven troops – no more than 80% conscripts – to the cause, and nominated his only son, Taleron, to lead them.
1.7.17 Taleron Vareth
NB: The following describes events that occur between Adventures 1 and 2 of the campaign and should not be revealed to the players sooner.
To hear Dwyvan describe him, you would get the impression that Taleron was a dilettante, a hopeless dreamer, and a wastrel without spine or convictions. And, in truth, that was the image that Taleron cared to present to the world, but especially to his father. Furthermore, he encouraged a perception of laziness and incompetence.
I his youth, Taleron had spent a year exchanged to House Tancred under the control of Duke Gregor. While there, he met and fell in love with the heroic ballads and sagas of the past and the heroic and noble ideals that they trumpeted.
Gregor had done his best to sweep the House clean of such, and had scribes busy constantly rewriting them to suit his own ideology. Where nobleness had been idealized, he substituted obedience; where courage was lauded, he substituted duty and fealty; and so on. So there was a vast stockpile of the unadulterated versions that Taleron found a way to access.
By the time his year was complete, he had made several important decisions regarding his life. One was that he would not participate in any of his father’s ignoble schemes; another that when his chance came to usurp command, he would take it, and lead the Subjugated Dwarven slaves in a revolution against his own House, with the intent of cleansing it of the stains of dishonor that now decorated its every wall.
Taleron played his part to perfection, never being called upon by his Father, who simply couldn’t trust him to get even the most minor task right. When the invasion of Earth beckoned, Taleron saw his opportunity, and by manipulation of the courtiers who surrounded him and spied on him for his Father, planted the suggestion that protracted military service might be exactly what was needed to “turn him around”. He then played bored and lazy just well enough to exasperate his father into forcing the young Dwarf into doing exactly what he wanted.
1.7.18 Invasion Earth
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
The invasion of North-Western Europe by Aysle appeared to be a textbook operation. The Stellae were emplaced and properly guarded, Utherion’s forces were triumphant, and at a stroke, Utherion descended the bridge and activated them.
The sweep of Reality Change swept over the land, confusing everyone, for none of them had been told what to expect. And a host of possibility-rated individuals suddenly became Storm Knights, because The Gaunt Man had not told his allies everything, either.
And in one of those Storm Knights, the spirit of Tolwyn Tancred was reborn, and around her an alliance formed, and it struck at the Spirit of Utherion even as he crossed the Maelstrom Bridge to survey his new domain. When reality changed a second time following the reformation of Pella Ardinay, Taleron seized his chance and led the army of indentured soldiers in an uprising against the slave-masters of his own House.
1.7.19 Uprising
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
The chaos proved vital in securing the Oxford site for the rehabilitated Lady Ardinay, giving her a position of strength from which to negotiate her surrender to the forces native to Earth. Even as those negotiations were underway, runners from Taleron’s Dwarven Guard were on their way to other units throughout Britain to raise the flag of revolution.
Back In Aysle, the old Reality also began to reassert itself, and the corruption that had been festering for centuries became apparent for all to behold. Dwyvan aged 300 years overnight, suddenly taking him from elderly to emaciated. But his wiles had been sharpened by centuries of oppressing others while continually looking over his shoulder, and he quickly concocted a story full of half-truths from the confused battlefield reports that were now filtering back to Aysle.
1.7.20 A Tale of Betrayal
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
To hear Dwyvan tell it, the forces of House Vareth had about to claim a great victory on behalf of Lady Ardinay when she betrayed them by calling for the fighting to cease. Some had obeyed, others fought on, and many became lost and confused.
When his son confronted the Witch-woman and demanded an explanation, the treacherous Ardinay had seduced him, and then used her magics to steal away the vitality of himself to reinforce her own aging body. Many of the commanders and slave-masters of House Vareth taking part in the invasion as leaders of the indentured forces were similarly blighted and withered, leading to an uprising. Taleron, fully under the spell of the Viper, then convinced the rebelling Dwarves that he supported them in their struggle, and anointed himself the figurehead of the rebellion.
1.7.21 Dwyvan’s True Reactions
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
It’s unclear how much of this story Dwyvan actually believes; even were he to be told the truth, it would not make much difference to him. His number one priority is to secure his leadership on Aysle. This incident has only reinforced his basic mistrust of non-Dwarves, and his loyalties are now firmly with whomever will help him turn a profit – and remain in power.
He has sent scouts to Earth with orders to assess the situation and instructions for any who remain loyal to him – they are to capture as many native slaves as possible and return to Aysle immediately, masking their activities under any tall tale they find necessary. When enough of his forces have returned, or there are no more loyal troops remaining, he will ‘persuade’ Gareth Tancred and Roderick Daleron to attack and destroy the bridge between realities, trapping most of their political enemies on the far side. When they are certain to succeed, House Vareth forces will rise up and attack them, pretending to be more Rebels, capturing as many as possible as slaves, so that it doesn’t matter who wins in the end, he can present a plausible face of alliance to them.
1.7.22 The House Divided
NB: The following describes events that will occur in the background of adventure 2 of the campaign.
Taleron is well aware that his father will not give up without a fight. He is eager to lead his forces back to Aysle to begin that fight, and believes that under his leadership, the Clans will become more truly untied than ever before. He dreams of a unified Dwarven Nation and is convinced that all of Aysle would benefit.
However, he is also aware that his own people’s conflict is but a facet of a much larger confrontation, the entire invasion of Earth by Aysle, and that in turn is but part of a still larger conflict, the invasion of Earth in total. He cannot think upon that scale, and acknowledges this limitation; and has put his faith in the leadership of the select few who he thinks can operate on that level of games within games and realities within realities. He will support their plans, with his presence a reminder that his people’s rescue and redemption needs to be a part of whatever grand plan they come up with.
House Vareth is now politically divided, two different political animals in two different realities, and headed for a front-on collision with each other. When it will come, who can say?
1.8 A Note on Consistency
It’s no coincidence that there’s a great deal of inconsistency regarding reports and beliefs concerning recent events on Earth. None of the Houses know everything, though some know more than others. They have all overlain what limited facts they possess with their own theories, philosophies and psychologies
The fog of war is very real at this point, and no-one is sure of anything. It’s possible that every report coming back from the battlefield is a deception, designed to buy time to mount a counter-invasion, and their expedition has been obliterated. For some, that would be easier to believe than that the political foundations of the last 500 years have suddenly been up-ended.
You shouldn’t expect consistency in interpretations of events so far away under such extraordinary circumstances. Of course, everybody should be both a little but right and a little bit wrong!
The PCs will only learn the truth if and when they take the bait in Adventure #2 and cross the Maelstrom Bridge to Earth to confront Lady Ardinay and her Court-away-from-home.
And that’s where I might have to leave this installment, with a whole heap of other populations still to deal with. Still, that’s a healthy 28K words or so, done!
It’s time to turn my attention to part 2 of the Orrorsh Rewrite…