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Rhotul & Rhotunil
Geography & General Features
This realm is divided into two planes:
Rhotul, a surface world where the sun never completely sets, and
Rhotunil, underworld where the sun presumably never shines at all.
Ecologically speaking, the surface world is warmer than our home,
and drier on the whole; a land of semi-arid savanahs. The forests,
on the other hand, are thick with life...jungles, really.
Magic works...oddly here. Meditation alone is insufficient to
refresh spells after use. Instead, energy must be drawn from 'magic
crystals', a naturally-occuring resource highly prized by the local
inhabitants. So long as these crystals are available, however,
spells may be refreshed at any time - a strategic advantage, so
long as a supply is ready at hand. The major source of these
crystals are places called 'nodes', which seem to be tied to
specific elements: glades, tied to Earth and Water; lakes, tied to
Water and Air; and volcanoes, tied to Earth and Fire. (This
arrangement suggests that a fourth node, tied to Air and Fire,
ought to exist, but the residents report never having seen such a
thing.) The power in these nodes provides a gateway for
free-roaming elementals, and attracts creatures with ties to the
appropriate elements. In fact, the power is strong enough that
spell casting near the nodes is noticably impeded if the spell does
not draw upon one of the favored elements.
Leaders
Melitta
An elven priestess of Anpw (the positive
aspect of Death), and a friend of Vala. The leader of one of the
major factions on this world. Her follower are human and elven; her
livery is red.
Vamorgen (Presumed deceased)
The leader of a faction allied with Melitta,
whose lands lie on a different continent. Her territory is a
northern island, and her population human, though they are said to
be somewhat primitive socially. She is a Priestess of Azar, one of
the prophets of Life. Vamorgen's symbol is a flail and crook on a
field of stars, in blue.
We found Vamorgen's lands in disarray and her
towns and cities sacked by the forces of Sarta. While there were a
small number of civilian survivors, there was no sign of the
priestess or her champions. We must assume they perished in battle
before their land was overrun.
Sarta (Slain)
Melitta's primary opponent on her own plane.
Her power derives from trafficing with the Lower Planes. Comments
thus far suggest she is a sorceress, and has congress with Abyssal
creatures. Her followers are largely gnolls, which is rather in
keeping with her choice of allies...they have a reputation for
undisciplined brutality. Her colors are purple and black. Sarta's
symbol is a black dire wolf.
The assault upon Sarta's fortress required an
army, but she faced us herself when we reached her tower at the
heart of the city. By appearance, I would guess her to be a gnoll
with one fiendish parent. Some of the abilities she drew upon from
that heritage were as strong as her own magic, or stronger.
Fortunately, little of her personal magic seemed to be of an
offensive nature. Unfortunately, her companions (most notably a
trio of dancing Vrock and something that Jeremian tells me was a
Glabrezu) quite made up for that lack. In the future, I believe we
must devote a more concerted effort towards not allowing Vrock to
complete their ritual dance.
Bhein
A high priest of Amam (the negative aspect of
Death), and the major threat overall within this realm. His
territory lies on the underworld side of the realm. Bhein's color
is gold. Disturbingly, he is reported to be a vampire. This would
certainly fit with his chosen allegience. The potential power of
an undead High Priest of Death, however, makes the inevitable
confrontation a very dangerous proposition.
Fortunately for our continued survival, the direct confrontation with
Bhein was handled by Melitta herself, while we dealt with his lackeys.
My understanding is that he put up remarkably little fight, subject
as he was to her ability to rebuke undead. Our portion of the battle
was rather less smooth, as we were prepared to face undead and thus
surprised to find that his most powerful defender was in fact a demon -
a Nalfreshnee, formidable on its own and also unexpectedly successful
with its efforts at summoning aid.
Hulekar (Slain)
Known as 'the Warlord', his color is
green. He is reputed to be quite mad. His race and skills are
unknown to us as yet, but his followers we have so far seen
traces of were dwarves and trolls. If nothing else, he must
be a persuasive madman...I would not have ordinarily expected
those two races to be able to coexist.
Though Hulekar may have been mad, many of his troops were quite
rational. I was pleased that his patrols were willing to surrender
rather than throwing their lives away. Hulekar's capitol proved
to be a Dwarven city of vast proportions - larger than any city
I have ever seen, and entirely below ground. It is possible that
some cities in the Empire of our homeland might rival it, but
none of the western city-states do. Attacking the city outright with
the forces at our dispossal would have been patently absurd, but
Hulekar was ammenable to personal combat, so long as it was conducted
within the city walls.
To his credit, Hulekar did not violate the rules of our engagement
(as he certainly could have, once we were within his fortress-capitol).
Unfortunately, the majority of his alloted eight companions were
Stone Golems, which made the conflict somewhat problematic. Hulekar
himself proved (in post-mortem examination) to be a Derro. One is
forced to wonder whether his diminuitive stature played some role in
his determination to conquer the world. He possesed both arcane
and martial prowess, though spellcasting appeared to be less of a focus
for him - rather like Hanno. The battle was quite difficult, and several
of us were laid low during it - Amber mortally, though we hope Melitta
will be able to restore her. It remains to be seen what the reaction of
Hulekar's generals will be...
Heroes
Luther
A hero in the service of Melitta, who has
accompanied us on our journeys through Rhotul.
The Chosen (Presumed deceased)
A hero in the service of Vamorgen. He is said
to be the child of a Celestial. I am rather looking forward to
meeting him; such offspring are vanishingly rare, and though they
appear in several stories I have never made the acquaintance of
one. More distant descendants, yes, but never one of the first
generation. After having had the dubious pleasure in the past of
encountering twhat appeared to be a mortal/fiend crossbreed, it is
something of a comfort to know that those of High Blood are at work
among the planes as well.
Vallora (Presumed deceased)
A priestess and healer in the service of
Vamorgen. I presume that she is a priestess of Life, like her
mistress, though it remains to be seen. In fact, it occurs to me
upon writing this that I do not know whether the priests and
priestesses of the Greater Powers here are Called from the service
of one of the others, as they are at home, or whether they enter
that path directly. I have not gotten the sense that there is a
hierarchy among the various local prophets, as I would expect if
there were a strong division between Greater and Lesser powers, but
that may simply be the result of having not inquired closely
enough. It is a curious side-effect of this world being both
familiar and very strange that it is difficult to know which
questions to ask.
(Barbarian) (Slain)
This crude (but mightily-thewed) fellow was the first enemy hero
we encountered during our foray on Rhotul - he was leading a pack
of demons in the sacking of Vamorgian's city of Northport. We
arrived far too late to save the city, but in time to find this
group still present. I would perhaps have gotten a better look at
him if his companions had not had the disturbing property of sapping
the strength of anyone who saw them.
Stolkar (Slain)
A champion of Sarta, he apparently employs
weapons and arcane magic with matching facility...rather like the
path that Hanno is on, though perhaps more equally balanced?
While he may have been more balanced as a
matter of vocational development, it is difficult to recommend his
personal balance. When we encountered him, he was travelling
with two gnollish wizards, three wolf-riders, and two babau - acid
demons. He did, however, have enough in common with Hanno that that
worthy was able to put Stolkar's armor to good use after the hero
had been dispatched.
Shardis (Slain)
A champion of Sarta, reputed to be a
necromancer. It is just as well, perhaps, that he is not in the
service of Bhein, where his own abilities would have synergy with
those of his patron. If the only undead at his command are those he
raised himself, then we may find him a less difficult opponent.
As anticipated, the undead travelling with this
necromancer were not an extraordinary threat - skeletons. The
larger of them, I believe, were animated from dead chimera. The
wizard himself, however, was an unpleasant opponent. I believe he
very nearly killed Amber with rays of negative energy. Even less
pleasant was his final companion: a demonic ooze. I've heard of the
creatures, but had never actually encountered one. In retrospect,
this was a lack that need not have been corrected.
Fara (Slain)
An elven archer in the service of Sarta. We
encountered her in the company of several gnollish archers and a
Vrock. From our brief conversation, she seemed rather personable -
though I have little good to say for her taste in companions. She
was, however, the first of the enemy champions that I regretted not
being able to capture alive.
(Orc) (Slain)
I suspect this orc had been not overly long
in the service of Hulekar. Despite being a marked champion, I
believe he was a somewhat less substantial opponent than the
war-troll he was travelling with.
Kwi-chang (Slain)
Clearly a disciple of a combat art similar
to that Clauve has learned, I am uncertain as to whether this
champion was the teacher of the several 'hammer-hand' defenders
we confronted, or if instead it was their presence that had
attracted him to Hulekar's service. I would be quite interested
in learning the origin of his skills, as this was the first
indication we had seen that such arts are practiced here, but it
is regretfully too late to ask him.
Bjorn (Slain)
There was little time for me to develop an
opinion of this champion of Hulekar, though it was clear he made quite an
impression on Clauve. With his hammer, at the very least.
When one considers that he was wearing a heavy breastplate and
stood, at least temporarily, nearly nine feet tall...it is really
quite remarkable that it took us so long to notice him upon the
field of battle.
(Paladin) (Slain)
This Paladin of Life was in the service of Hulekar; when we
encountered him, he was leading the defense of a Trollish city.
He quite courteously offered us the opportunity to withdraw,
as none of us were undead - an offer we naturally had to decline.
Nor was he ammenable to surrender. He fought with a curious
weapon - a double-bladed sword.
(Paladin)
Reputedly in the service of Bhein, this Paladin of Death is
said to be a great rival (and perhaps relation?) of the Paladin
of Life we found in Hulekar's forces. I do wonder how he will
react to learning that his arch-nemesis was slain by someone
other than himself.
History
This realm was once ruled by powerful
wizards, who were served and advised by priests. Six years ago,
however (Year 3 by our reckoning, I believe, if the pace of time in
the two realms runs in parallel...an assumption we have not tested
yet, though Melitta could likely answer the question), the fabric
of their magic was broken or altered in some fashion. Since then,
the priests have come into power more directly.
The elemental power are worshipped here, but in the person of
historical prophets who taught the elemental philosophies. Each
seems to have its own symbol, generally an animal of some sort,
with different prophets for the positive and negative philosophies
of each path (including Life and Death). Thus far, we've been told
of:
- Anpw: The positive aspect of Death, symbolized by a jackal -
release, the natural order, the graceful end of things.
- Amam: The negative aspect of Death, symbolizd by something
called a hippopotamus - blood magic, corruption, consumption and
undeath.
- Azar: A prophet of Life, whose symbol is a crossed flail and
crook.
- Amen: The positive aspect of Air, symbolized by 2 feathers on a
crown. Wind as the breath of the soul.
- Keppera: The positive aspect of Fire, symbolized by a scarab
beetle - Fire as the Sun, which feeds life.
- Nesart: The negative aspect of Fire, symbolized by a lion -
Fire as a destroyer.
The residents here have a curious tradition: battle for territory
is executed by small groups of warriors. When an enemy force
approaches a town, the most capable of its defenders emerge to
oppose them. If the defenders are defeated, the town surrenders
itself to its new overlord without complaint.
That they have developed such a custom seems a strong indication
to me that warfare is the common state of life here. The
wizard-lords who ruled here before their magic changed must have
been constantly in conflict, with towns changing hands between
factions frequently; those are the only conditions I can
immediately conceive of in which this behavior would make sense. It
might preserve the majority of the town in reasonable peace even
when war was raging around it.
Unfortunately, it has since become apparent that some opponents
do not follow the rules. We have discovered three sacked towns thus
far in our travels here; one appeared to have been overrun by wild
beasts and one by demons who may have been acting on nothing more
than their own innate urge for destruction, but the third seems to
have been reduced by the servants of Sarta...one of her champions
was still present, with his companions, when we arrived. We found
only a handful of survivors.
This custom is apparently also not in force when dealing with
settlements of uncivlized peoples, who have no interest in surrender.
Specifically, in assaulting a village of Trolls, it was necessary
for us to bring a large armed force to confront the entire population.
Similarly, when we attacked Sarta's capitol, there was no talk of
her sending out a small group of defenders to determine the fate of
the battle.
Questions
Cosmology
- What other planes does Rhotul connect to, and how?
Rhotul and Rhotunil seem to each have their own
coexistant planes (a Shadow Plane and an Ethereal Plane). They are
either coterminous or coexistant with each other. There are
certainly points at which they touch (the planar towers), but it is
unclear at this point whether or not they are actually
coexistent...I lack any magic to see into the 'equivilant point' on
the other plane, but I'm not certain such magic doesn't exist.
Beyond that, both planes seem to be coterminous with the Astral,
as spells that require such access (such as teleportation)
function. Interestingly, merely travelling through an astral
conduit during the course of a teleportation spell does not seem to
expose one to the effects of taking local magical objects to
another plane. Quite fortunate for us, as I don't believe we'd
considered the possibility before trying it. That would have been
quite a shock.
The Inner, and Outer planes accessed through the Astral seem to
be the same planes we are familiar with from home; only the
coexistant transitive planes seem to have local equivalents.
- Do spells that give access to those planes (Plane Shift, etc)
work here? If so, do they provide the same danger to magical items,
or does that become an issue only when the items re-enter our home
Material plane?
The danger lies, apparently, at the border
between Rhotul or Rhotunil and any other plane, material or
not.
- What spells will allow transit between the two halves of
Rhotul?
From what Melitta has said, it appears that all
of the spells that would typically allow planar travel will
function here, both for travel between Rhotul and Rhotunil, and for
travel to other, more distant planes.
- Does time flow at the same rate on Rhotul and at home?
I have had only vague answers to this question,
as the relative rate of time appears to actually vary. It appears
that we will not know until we return home just how long we will
prove to have been gone...
- Melitta has obtained help from outside this realm. Have any of
her opponents done the same?
While it is possible that some of her opponents
have travelled outside of Rhotul, she believes it somewhat
unlikely. They may have the ability, but lacking friends outside to
provide initial shelter, it would be dangerous. She made the point
that this is less of a problem for clergy, which would include
Bhein. Fortunately, there was no sign of his having received
any sort of help beyond fiends he likely summoned himself.
- Melitta is apparently an experienced planar traveller. She may
be able to speak upon the outer planes and their denizens with some
authority, and perhaps speculate upon the New Gods and the
creatures they brought with them.
Religion
- Melitta presumably knows something of the 'new' gods at home,
if only from talking to Vala. What was her impression of them, and
what does she think their origin might be? How do they fit into the
structure of the world?
Interestingly, Melitta is aware of no other
realms where gods other than the Elemental Powers are worshipped,
with the exception of certain areas where fiend-worshiping cults
linger.
- Do dragons play any role in religion on Rhotul?
The answer to this appears to be 'no'. We have
encountered some few creatures of draconic blood, but they displayed
little by way of intelligence. Either the dragons of this world are
merely beasts, or they mature more slowly and few (none?) have lived
to an age where they would gain reason.
- Other than the prophets, what differences are there between the
elemental religion on Rhotul and back home? Are there secret
remembered here that have been lost during the interregnum at
home?
There do appear to be some points of divergence,
but not major ones. For instance, the clergy of Rhotul appear to
take a more relaxed view of some of the traditional strictures,
with those (for instance) of Air who abstain from ALL armor, even
that which does not impede movement in any way, considered 'purists'.
Melitta speculated that the absence of dragons serving as a direct
avatar, as it were, of the element migh have allowed for more
variation.
- Have outside gods ever tried to establish themselves on Rhotul?
Not to Melitta's knowledge.
Magic
- What was the nature of the change in arcane magic on Rhotul,
and how did it come to take place? The change does not seem to have
happened at the same time as it did at home, unless the time rate
is substantially different. Was there a conjunction? Would they
even be able to tell, given that the sun never sets? Did anything
else unusual happen at the same time? Were there any visible
effects?
No conjunction was seen...but then, the
residents of Rhotul have never seen STARS. However, it is interesting
to note that Rhotul suffered very little in the way of plagues or
natural disasters in the wake of the change. Melitta contacted
people known to her on other material planes to inquire as to
their own experiences. The reports she received back seemed to fall
along a range - in one place the change was known to a non-wizard
only by vague rumor, because there had been noteworthy disruption
otherwise. In others, there was an obvious loss of magic accompanied
by various disasters, sometimes severe. On the whole, however, none
of the other reports seemed quite as dire as the situation on Ankrice.
- Was there anything special about the magics the powerful
wizards used to use on Rhotul, that allowed them to dominate the
politics of the realm? Did they employ ritual magic, as Cille
In-Belene does? Records of their techniques might prove useful,
even if they are not directly applicable.
While it is not impossible that some special
techniques were in use, Melitta was not aware of anything worth
mentioning. If we are curious about this in the future, her
predecessor, the wizard who ruled the territory that is now hers,
is still alive and serving as one of her advisers.
- Did sorcerors exist on Rhotul before magic changed?
The answer to this question appears to be
'no'. Sarta discovered her powers only five years ago, after
the magics here changed. Her rise to power was accelerated
by her willingness to sacrifice her followers to demons in
exchange for power.
Misc
- What other races exist on Rhotul? As citizens of the various
factions, rather than as monsters, that is?
- Who are the remaining faction leaders, and what are their
colors and symbols? What are Bhaine's color and symbol?
| Leader |
Color |
Symbol |
Followers |
| Melitta |
Red |
Crossed Keys |
Humans and elves |
| Vamorgen |
Blue |
Crook and Stars |
Human barbarians |
| Sarta |
Purple |
Dire Wolf |
Gnolls |
| Hulekar |
Green |
Sword and Crown |
Dwarves and trolls |
| Bhein |
Gold |
Skull |
Humans |
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