Biracial Edgelord Can't Make Immortal : Power of Ten, Book Seven - BECMI Chapter 180 – A Brief Aside and Who’s Who of Stuff

BECMI Chapter 180 – A Brief Aside and Who’s Who of Stuff

Words : 5445 Author : RE Druin

Opening Chapter 181 of "Biracial Edgelord Can't Make Immortal : Power of Ten, Book Seven": Oops. I made an error and completely skipped chapter 178 because I accidentally posted an... Read on for more!

Oops. I made an error and completely skipped chapter 178 because I accidentally posted an entire old chapter inside 171, and it blew my word count +2000 and I didn’t go back to check.So, I have to make it up somehow, which means… a little diversion of a chapter!

You may want to bookmark this chapter, because it is going to have a lot of character references and locations to it.

These are my personal notes and how I keep track of who is who. I watch them when I write every chapter.

Familiar Duum (uses a Lance of Duum! Hat of Disguise, Monocle of Eagle Eyes and See Invis, etc), Staff , Rings (no 4th Ring as yet.)

is the Thisbean Inn. (From Blackmoor module 1)

MorphingDeeppocketsPrestidigitation

Morphed

Rule of One; The Free Company

Elven Clan of Luswyr! (Speaker) Eryis, Nymthaiel, Rusafiel, and Yvryn! +5 More Clan Grunalf changed to Uainel; Clan Hulliwyl is the clan of the second group of elves they ran into, led by Cymbyr.

Elven Greeting: A fair morning and a free wind upon you. (reply) Open skies and a gentle sun!

Prince Ukker Denalan, and Revered Cruxin of Clangyr, +11 more dwarves, and +6 more encountered later. (Gomrig, Krodduk, Jorggo among them)

Revered Gomdul?

Dunven the First King of Rukheim

Heart of the Mountain, . Heart of the Volcano, : talent names for Geomancy, and with a little pyromancy, respectively

Harnadin the Smith-Father (Patron of Moorish dwarves).

Shmvoxxayl the Skymother (Huge blue dragon, confirmed dead at this time)

Cirruluxul the daughter: blue dragon yellow eyes turned palest blue, blue-black hair, white mana burn patterns from Immortal power stayed with her into molting and size growth after dragonsleep. Age Rank 4/12.

The Northmen: Bjorn and Hargold Skifnerson (F/21+); Hammer Ogvier, cleric of Donner (20);Gruna, Igvild (rezzed); Lascarl, Husnef (cooks) 19 Northmen total (levels from 12 to 18); Bronk (former Int 6) (f/17)

---Humans, largely tall, burly, and blonde, blue or gray-eyed

--All at least Masters in one weapon.

--All Wishcrafted to at least 13 in all Stats, and 18 in at least Con and either Str or Dex.

Darryl Hornswain of Wahrsherz, ‘Sir Horn’ (sword ) F/7-22 (brown eyes, dark hair) LG; Hanvol of Absoglor, (brown eyes/hair) Mage/7-22 (Fire Elementalist), NG; Guyven of Federyn, Guy, rake/7 to /22 (blond, hazel eyes), CG; Oswald Brandybuck, ‘Buck’, Hyn/7 to Rank H, +Thief/8 stacking (hazel eyes, curly brown hair), NG:

Edge entered the Inn in 990, the adventurers entered in 985.

Benjamin Horst, Technician Second Class; Lich (now a Behemoth Gunner). Expert/8 to 14.

Technician Dani Saliaveli, Expert/6 to Ranger/10; double lasers, Apex scanner (now a Sniper)

Entelia Avom, Iendyl, F, aspiring aeromancer. (level 6)

Nico Bastionelli, brown-haired, blue-eyed, Alchemist, Wiz/6, Fuireze.

Messime Ievyndr, red-haired Sidheduiche elfin, aspiring Ruby or Gold Dracologist, Dragon Disciple (Elf/6).

Laurentine Fernucht, Frier, red hair, green eyes, robes (cover of Glantri Gazeteer); Wiz/7, with a fondness for transmutation magic.

Miklan McMikal, human fighter and potential Forsaken, black hair, green eyes, Caergard, a Kladelander (Brotherhood of the Claymore). Claymore Named . Fighter/6-7, and a potential Forsaken.

Isadora McMikal, cousin to the Mick, also dark hair, green eyes, Caergard. Wiz/6

Chekwort, a lupin, Zanzyran Mountaire, Fighter/6, hired by Laurentine. Likes to use a Crossbow and Mace.

Hammel Guntervund, stolid nerdy engineer-type from Inclu, not a soldier, aspiring to Earth Elementalism. Blocky, solid, brown hair/hazel eyes. Wiz/5.

Owshiva (f), gray-silver, fine coat, gold eyes, Pennacles breed rakasta (vaguely Siamese cat fur pattern), F/5-6, hired by Nico

Rika Gulles (f), Archer/4-5, human, brunette, hazel eyes, hired by Entelia

Braun, big human axeman f/5-6, hired by Hammel. Brown hair/eyes, bearded, brawny.

On Mystara and the Known World

Planet Megalith’s name: Nown

World is often called Tera by inhabitants (basically = saying ‘earth’ in a formal way)

Continent of Brun for the Known World is changed to Olos.

Glantri to Zanzyr. A largely human magocracy dominated by the Immortal Thaum and based around exploitation of the Radiance there, which allows the development of magic not found anywhere else in the world. No clerics allowed, and no dwarves, while hyn are often subject to magical experiments. All laws blatantly favor wizards.

The Plaza Macedon in Zanzyr City: the center of the city, often walked about by the Princes and nobles from the nearby Council building between sessions. Situated where the Atoile meets the Wynxias, cut by many rivers, riven with political infighting allowed by the wizard-favoring laws.

Rivers: the Wynxias (going south through Darokin), the Rouge coming from the southeast, and the Atoile, from the northeast, both empty into the Wynxias which heads out through the Bleaklands from the northwest.

This is the location where the met its end. Its power core, altered by Immortal powers, is located directly below the city and forms:

The Core of Magic, The Furnace of the Spheres, the Core of the Radiance: alternate names for the Nucleus of the Spheres that generates the Radiance.

Neros Alpes (Black-stoned mounts, forming the southwestern mountains). Have many humanoid tribes, but not as many as the Bleaklands.

to Grandmaster and Prince Nathanael Jean-Arc, Head of House Verdain, (the Immortal Thaum). His Principality of Neuva Vascovune, bordered by the Massif mountains to the north. (Green and White livery). Ascended year 836, and in doing so created the Day of No Magic (which signifies the end of the calendar year as the darkest day of the year).

Tend to be Lawful Neutral to Neutral in outlook. Their land has a major lycanthropy problem they really don’t do much about.

The populace emigrated from another dimension (Earth!), along with House Caergard, and cannot return. They are very French in flavor, with strong interests in wine, cloth, perfumes, and similar things.

flamenco elves who emigrated from the southern continent hundreds of years ago. Used to rule all elves in this land, until the Sidhe clans chaffing under them split off. Their Princess is also the Master Witch of that School in Glantri. They tend to be Neutral to Chaotic Good in attitudes, and don’t much like Sidhe elves now.

Zorozo act much like Spanish noblemen, and the house pursues mastery of dagger, rapier, and horsemanship. They act unnervingly human to many Sidhe elves, enjoying city life and busy, emotional lifestyles with much drama.

The clan is not descended from the Realm of Syluna and the Immortal Corellin, and so does not have a Lumina Tree, or feel the need for one.

--Professor Manuel de Ortagez (teacher and Alchemist at the Great School), Dante de Zorozo (student and fop)

--Tantrin, trade village at border with Bleaklands; Ryna, city across from Erendyl where the Rouge and Wynxias meet.

(Green and Gold livery)

Brittabelle ErewahrLilyOwl

---Duchess Highwall Elamassri, took over the neighboring dominion of the now-imprisoned human Duke Fenkrot who was an elf-hater, a superb political coup.

are the big round trees evolved from oaks that are the preferred abodes of many Sidhe elves. Sentinel trees evolve from beeches and grow taller and slimmer, and can reach up to 600 feet high in true elven forests like the Sidheduiche.

--Patron Immortal is Ilsundal/Corellin, the elven Immortal who made the Lumina Trees at the heart of all Sidhe states, very tech-opposed.

--Captain Ditryll of the Princess’ Guard

--Avanlilt Erewahr, Ambassador to Parliament.

--Brittabelle’s Tower is Ehlamassara, where the clan’s Lumina tree is located.

--New Trade City of Launcel on the River Wynxais and Bleaklands border.

-Earmithil, Captain of a patrol on the new trade road.

--Erendyl is the name of the main city of the Principality, as well as the Principality, sitting at the meeting point of the Rouge and Wynxias Rivers. It sees a lot of rolling trade come through from Fuireze and Skyhill.

--(Blue and Gold livery) Sidhe elves nominally have blond to silver hair, and blue, green, or violet eyes. They are emigrants from Sidheduiche, come here to investigate the Radiance. They prefer the longsword and the longbow in combat, and have the traditional elven love of forests.

---claermist, Elven white wine

The Freir people of House Tilian (red hair, copper skin). Call themselves the first settlers of Zanzyr, and believe themselves the only ones entitled to rule the area, as they once did (and were soundly thrashed by those thinking differently). The descendants of the Delphan Followers of the Fire, come to Nown. Very magically talented family (a full 20% of even commoners!)

---Known for their orange to red hair, coppery skin, and orange to yellow eyes.

---Vaar, Student (Fire), Prince Mahar Tilian (yellow eyes) The latter is the High Pyromancer in Zanzyr, Wiz/29.

---(Orange and Yellow livery) Largely LN to LE in outlook, definitely human supremacists and fanatics about fire magic.

Caurenze to Fuireze (Siricil), House Nerocuori, ruled by Prince Guilimani;

---(Purple and Gold livery), tends to N to CE Alignment.

---This house is of Siricilan descent, with many contacts back in that Empire, and infamous for its decadence and treachery. The house lord ascended to his position by poisoning his parents and siblings to remove any chance of others gaining the seat. He is also the High Geomancer, and the Principality is known for gladiatorial games, cutthroat intrigue, poisons, and fine architecture.

Aalban to Inclu (Prince Drakker von Jaggenfel of House Grafburg); Prussian-based, the Lord is the second strongest wizard in the country (Wiz/31), the High Dracologist, and the country’s warlord. His Principality is very militaristic, makes a lot of gears and clockwork, and sponsors a lot of monster hunting. Wants a war with the Khan of Tukhman badly.

---(White and Purple livery), largely LN to LE in outlook, with large military enrollment.

---Herr Doktor, the best golem maker in the country. Has dozens of golems and other Constructs around his shop.

City of Blackhill to Skyhill

Principality of (Alphatian/Delphan) to Iendyl and House Argencal

---Nicothe, female student (Air)

---(Blue and White livery) N to NE in Alignment.

---Family of pureblood Delphans hungry for more information on the Radiance, lazy spies for Delpha, and the house strongest in Aeromancy. The Prince is the High Aeromancer, extremely snobbish and very superior about etiquette. As a Wiz/28, he’s quite strong in Zanzyr, and a nobody back in Delpha were his family to return, so he stays here. Has few friends in Zanzyr because of suspected Delphan ties, esp. his neighbors in Fuireze. Treat as decadent expatriate British nobles.

House Caergard (Scots), ruled by the MacKlannister clan,

---Isadora McMikal (student); Mikal McMikal

---Kladelanders (Highlanders of the Claymore) are the largest organization of rebellious fighters in the country who bristle at the fact they cannot become nobles and the laws favor wizards so much. They are very repressed and hunted as insurrectionists, but have a strong following across the country and in the military regardless.

---(Green and Red livery)LN to CN and NE in Alignment, largely dependent on whether they are fighters or not.

---Prince Cannarl MacKlannister is the head of the clan, and a Lich of the Radiance, Wiz/31. He is also a Necromancer of the Fourth Circle, and very envious of Prince Morphail holding the High Necromancy.

---The whole clan is dominated by necromancers and haunted by no end of undead ghosts, spirits, and servants as a result. The fighters of the family bristle at the domination by their spellcaster kin, but can do little about it… or the undead around, because the clerics of the family were all chased away, too.

-They emigrated from the same world as House Verdain, but ended up collapsing the portal with their move, earning the everlasting ire of that House, who ended up losing some of their relatives left behind.

Boldavia to Transyvia, Morphail to Mordai Bludevich-Jubvanyl, House of Bulgarov; Mordai is the High Necromancer, and a nosferatu/Vampire, possibly the single strongest vampire in the world. He is hundreds of years old, with his origins back in a kingdom of blood he founded back in the lands that are now Warsherz, and was chased out by the priests of the Hellenar Pantheon. He is one of the primary forces keeping clerics out of Zanzyr. He is also widely admired, inherits his own position every couple generations, and is feared for what would happen if he dies and all those vampires under him would become uncontrolled instead of relatively suppressed as they are now.

He is a finely mannered, handsome, and very powerful Dracula stand-in.

Edge’s Father is Boraz, a dhampir son of Mordai.

(White and Black livery). While the populace is mostly N, the leadership of the family are all vampires, and so Chaotic Evil.

Principality of Shiangu; House Lhamsa (Prince Jughamya, High Justicar)

(Gold and Green livery) Largely LN to N in alignment, based on Chinese wu jen to a great extent. The Prince is the High Illusionist, and they are of Tukhman descent, chased out of the Khanate and opposed to his rule, but Prince Drakker continually attempts to paint them as spies for the Khan.

Sim One pretends to be Edge’s infant self, using to appear alive and aging slowly.

Sim Two is in the Hall near the Inn with the Mirror of Mental Prowess and often looks like a Shadenelf priestess. She spends a lot of time opening Mirror-Doors for people to move back and forth quietly, and is also the main reserve Healer for Edge’s Company in emergencies.

Sim Three is usually running errands, such as buying and selling stuff, both aboveground and below.

Sim Four watches over the Thisbean Inn full time.

Sims Five and Six are doing more Rune and other magical research for now, and also making magical items, Casting Spells, invoking for Wishcrafting, and so forth.

Sim Seven is full-time accruing goldweight via and mining with elementals and the like. She also keeps up on nifloid movements around the Inn.

Sim Eight is ‘Ghost’. She backs up teams on combat operations.

Sim Nine is helping out Sir Horn with his deeds in Warsherz.

Sims Eleven through Forty+

Sims scattered every hundred years back to Darkmoor in ones and twos. Sims persist as they are until they find an opportunity to gain a soul, gain a life of their own, and then can live and die as an elf across the centuries. Most of them pass long before the current day. Since there can only be twenty Sims at one time, this means older Sims becoming alive frees up room for later Sims.

With knowledge of the Rune of Time to guide them, they both keep history on the proper track and interfere with it minimally, mostly recording history… although they can take actions that are lost in greater disasters, among other things...

---Lady Firerose, the ‘First Fire Elementalist’. Dies of ‘old age’ soon after the Frier arrive in Zanzyr, her tomb is on their family land and forms the foundation of Zanzyran Pyromancy. Actually Ascends to become a mighty Fire Elemental (60 HD, although not an Immortal). The Frier, embarrassed at by being taught about Fire by an elf, try to suppress knowledge of her and the debt they owe her.

If you stumble upon this tale on Amazon, it's taken without the author's consent. Report it.

--Stalker: Job is to personally track and feel the Immortal Power of as many Immortals as possible so as to recognize them.

--Woodrose mostly wanders through elven and fey realms all over the planet, keeping track of events. Use Cryptomancy, focusing on plants and trees, and is considered a great guest of the Fey in Fey Courts.

Courtier Sim 2 Natasha works in the Licensing Bureau in Zanzyr City, and so has her finger on the pulse of who owns what and is doing what. She can expedite many matters, and form a terrible impediment to others, if desired.

Courtier Sim 1 Ellenesse works in the tax department in Zanzyr City, and so has her pulse on the flow of money in Zanzyr.

Courtier Sim 6 works for Duchess Elamassri Erewahr as castellan and Healer, adding a powerful supporter to the new noble and so is very popular with the community.

Courtier Sim 5, Shama, works as an aide to Belle’s representative in Parliament, Avanlit Erewahr, mostly for Marked communication, divinations, and daily

Courtier Sim 3 Illysa is a handmaiden for Princess Brittabelle. She the horses of the Principality, is a reserve Healer, helps with large projects using Cryptomancy, makes elven magical items, and serves as a model spellcaster for other Elves.

Courtier Sim 4 Eska runs along the eastern border of Erendyl, and Hounds. She is very active in communication and coordinating military patrols there, backing up the teams, who appreciate her very precise directions to ambushing nifloids.

Darksimoor One stays with the Inn and is an information conduit to the King of Darkmoor.

Darksimoor Two stays at the Batrachian Basilica and manages the tech and magical defenses there, has instant communications with Darkmoor City, as well as being a back-up Healer and spellcaster, especially watching over the in case of the need to evacuate.

Wonabelle, Brown hair/green eyes, looks like a Hullivyl clan elfin. Makes Bows, serves as a back-up Healer and spellcaster for the eastern patrols of the Bleaklands.

--Sims haveContingent Amulets with if injured and in danger of being destroyed, whereupon they retreat quickly to repair themselves with spells. spells allow them to appear perfectly alive to all appearances. Most modify their appearances away from their Prime so they can be individually identified (they are not used as bait or lures for their Primes.)

Assay in Ch. 19.

https://mystara.thorfmaps.com/expert-known-world-24/

Shadow elf to shadenelf/the Shaden, City of Stars to Sternvult; Isgael (secondary city)

Royal family is Ershultaen. The king seeks to conquer Sidheduiche for his daughter to rule, an elven land away from the influence of the priestesses of Gaebrel.

Rafiel to Gaebrel. The Immortal Patron of the Shaden, gave them their rules to live by and empowers the priests which give them a great edge in the Underdark. Also a Darkmoor technician empowered into Immortal status during the Doom of Darkmoor, and rebuilding a new Core of All Magic!

Bug Cavern – Schiders; Shaden food = curina

Gammathauma radiation = The Radiance

Betathauma radiation = atomic radiation that mutates.

Idhemong (Aengmor): the first Shaden city, lost in lava. Serves Tzentotl. Azcapan Empire does, too.

to Delpha/Delphan, yyota fruits. The fruits are a massive addictive hedonistic force that rotted out the core of the Delphans.

to Siricil/Siricilan,

--Hattia/Hattian to Angru/Angrusi Peninsula (extremely Racist and Germanic, complete with Storm Soldiers, etc)

--- the Teuthonic (Heldannic) Order is based there.

--- Emperor Magni; Empress Mauria, handmaiden Jumana.

-- Alexei Kravimos up and coming gladiator, lover of Emperor’s daughter

-Ladnasil – Third founding tribe and a Duchy of Siricil (replace Kerendas); the most cavalry-centered and progressive part of Siricil.

--Isle of Dawn to Isle of Kheper; island between Delpha and Siricil routinely fought over by them.

--Sea of Dread to Sea of Strife; Hinter tribes of the south being pacified by the Empire (original homeland of the three tribes of Siricil).

--Savage Coast to the Raker’s Coast. (nations mostly covered in the Princess Ark series in Dragon Magazine).

-- Cyapri elves and the Emertaltan Rangers in forest on western border (origin of the Ranger Class for humans). Gaulithar Thallaniin, the Clanlord of the Cyapri.

Eislas (Norwold), the area of the Test of the Warlords module and later Companion modules set there. Yet another point of conflict for Siricil and Delpha… and Immortals. Also home to the largest Fire Elemental and Dragon Kingdoms on the continent.

---Seacall (Oceansend); free trade city that threw off Siricilan rule and is trying to remain independent.

Tukhman Khanate (Ethengar): Steppe nation of horseman nomads loosely based on Mongolia. Ambitions to found an Empire and rule the Known World.

https://pandius.com/jhibdon.html

Heldann Freeholdsis subjugating them)

Grimr, Donner, or Vindler. in Vairholl; the Aysener ), Nifl (), Syr and Syrja (), Sonr Nalljar ()

Alfheim to Sidheduiche (god is Corellin, who made the Lumina trees, and Feirlunl, his apprentice, who founded/made Sidheduiche), Lumina trees (Trees of Life), the Relarin Forest. Hlatal (House) Trees, and vrethmuir (Sentry) trees.

-- Current King is Lymeril (of Clan Eremyl).

===Castellan Removyl, Elf/8

---Ourphea, ancient Elven Homeland on another continent

-Founder of country/forest was King Feirlunl. Corellin founded Sylvuna and the Lumina trees, which Feirlunl brought with him when he left Sylvuna.

-- Clan Rokku (Chossum). Elven Merchants. Clanmaster Hydruis E/7

--Clan Eremyl (Erewan), noble, run by Belle’s maternal great aunt, E/8

-- Clan Fydelea, The Faithful, fled from Sylvuna. Run by Nymlyph, EW/14.

--Clan Uainel (Grunalf), hunters and foresters, run by old Lyalirn Far-Rover, E/Rank D.

-- Clan Longstrider, many good magic points, trains most elven wizards. Run by Demonhunter (E/Rank E) and his spouse, Coolhands (EW/18, Colorajo elf)

--Clan Red Sword, the military. Led by Crimson Sharp-Tongue, Rank L. Olivander Trussoyl

-- Clan Feirlunl, historians, clan of the first king and founder of Sidheduiche. Clanmaster Dierluml, EW/8, Chief Librarian.

-- General Gelfernador, Rank F, close friend of the King.

--- Halliefrondel, EW/20 of House Longstrider, senior Wizard of the Realm, extremely isolationist.

Darokin to Federyn,

--(House Garond, House Ruhaldin, House Caliador (military, LG), Gimwall (Controlled by thieves’ Guild of Marsenpur)),

--Corunglain → Absoglor, Federyn City, Wynxias River Chelphryggi Swamp the latter is Federyn’s only seaport)

Karameikos to Wahrsherz; basically conquered by a Siricilan noble who wants to become a king on his own. Occupied by an ancient people who they discriminate against. Goes by Archduke for now to play off being sponsored by the Empire of Siricil.

Hurgle is the Court Magus to Marquis di Stegwalli, the Black Wolf Marquis, cousin to Archduke Warsherz, who seeks to overthrow his cousin and take over the nation.

--Luln to Culm; Tribanks Fort (Vermuth and Sage Rivers), Ruge Lowlands (Ulesos River); Gargoyle Bridge

--Native People are the Hellenar of Hellena. Vaguely Grecian in style. Immortals are the Hellenar Pantheon. Their Old Empire is the Eonic Empire, long since fallen (remnants in the Hollow World).

--- Archduke’s Capital of Glazieraum; Barony of Franklin in central area.

--- Fort Lumlriz, Forest nearby has the Vellibra elves, border is the Cyapri;

-- trade village is Corillinian;

-Lake of Misty Dreams watched over by a Ruby Wyrm living there.

Rockhome to Rukheim,

--Clan Torkrest to Wurhelm, Clan Everast to Denalan, Clan Skarrad to Brukkel

Kagyar to Clangyr, Buhrodar to Gudspiel, Hurwarf to Dworxen, Wyrwarf to Wodxen

Sheikhdoms of Zakarum for Emirates of Ylaruam. Arabian nation of nomads and cities, united by their faith in the Prophet.

Broken Landsto Bleaklands: Humanoid ‘homeland’, the actual former location of the fabled land of Darkmoor. Extensive Underdark cave systems.

Nithia to Sythia. The Egyptian-themed country of great magic, fallen to entropy and corruption, and all knowledge of it wiped away by disgusted Immortals.

Minrothad to Chimaro: The leading seaborn mercantile power, sort of a Dutch/British mixture based on a few islands. Go anywhere and sell to anyone. Their Merchant Princes are a powerful sea-based secondary Casting Class.

Ierendito Ojutalo: Tropical vacation island with a strong naval tradition.

Wendar to Oskvar: One of the great elven nations, threatened by assault from an elf-hating wizard of shadowy power.

--House Fenkroft: HumanElf-haters of Oskvar.

Hiawathan Clans (Atruaghin): Based on American Indians, with one clan more like the worst of the Aztecs. Live around and atop a plateau raised up from the surrounding nations to better isolate them from the influence of other peoples.

Northern Reaches: Austland (islands, Auggi); Humland (Vestland, Ruggi); Suderfjord Jarldoms (Croggi), Frokki Freeholds (Teuthonic Freeholds); People now called the Urtho. Followers of the Ayenser Pantheon and not much advanced for thousands of years as a result.

The Seven Shires:Hynpact connects to Tikasso;

Capital is Seven-Town, Ruug Mountains to north w Warsherz/Federyn;

Masters Krisnedge, Ondello; Mistress Bessana, Jezela : Masters are the druid-like Casters of the Hyn, but their magical powers work only within a hyn Shire territory.

--The blackflame of the hyn is a powerful and useful relic item they do not share or speak of with outsiders.

Pierro (Renardy): Located on the Raker’s Coast.

---Lupins are canids, humanoid dogfolk who look much like various dog breeds.

---rakastas are their feline counterparts, who look like humanoid cats or great cats.

DARKMOOR

Current Iberon Emperor, Alucius. He’s batshit crazy and thinks he’s a god.

The Palace of the Gods, the : the ship is nearly 3 KM long and up to a KM wide, with multiple floors and decks. Although it is built for science and exploration, it is still well-armed and defended, with manufacturing technology able to firmly establish a defensible colony if required. Primary power core of Anti-matter was destroyed, causing its crash. Running on a powerful fusion core now, that in the future becomes the Nucleus of the Spheres et al.

Captain of the ship afflicted with mental conditions arising from stress and conflicting obligations. A F/15 and later rising after cured of his afflictions and allowing his crew to join the rest of the world.

: For some reason thought to take over a cult of frog-worshipers and start building himself a kingdom using future tech after he mutinied and fled the when the mutiny failed.

Spymaster of the north.Very intelligent and proficient F/14, middle-aged and trimly slender in build, dresses as a scholar and professor at the college where he works.

LG Fighter/20+ of great intelligence and charisma; elected to the Kingship; Wields the Sword of Darkmoor (black longsword of great magical power).

Barbarian hero of great power and resistance to magic via his magical Amulet, who also has no sense of self-restraint. Fighter/18-20.

Strongest cleric in the north. (C/18+)

F/20

Wizard/18the strongest wizard of Darkmoor proper.

Wiz/15Many druidic leanings, Elf-Friend.

(LG, F/20+, BECMI Paladin) A great hero and friend of the king, who rules in his absence.

: the Black Widow of the North.E/10+

Vaus, operating capital of Darkmoor. (Vestfold)

a trade city.

Regent of the Halls Under the Mountain, Himmelstern Karrackheim, (gods Harnadin the Smith-Father, Beroan)

--- reigns from Overstern, Kristall Bergs/Nacht Tarnes, under Mount Krynstyr: Dwarf/12, Rank E. Lord of the dwarves of the North and a great hero who is getting arrogant in his great success.

Female human f/14

(demon frog god)… located in : Now taken over by Darkmoor as the most southeastern of its holdings, handles trade to the SE and supplies fish and swamp goods to the kingdom.

The Ei of Hazz.: Shadowy unknown and powerful ruler of an island of madmen and mindslaves not far from Darkmoor, pulled up from the Dark Sea in the last century.Known to use psychotech.

Like Australia, settled by criminals and those men fleeing Iberon. Fallen to the Khirifi because they couldn’t fight together. Now part of Darkmoor.

An identity of the Immortal Surtr, who considers himself the master of all Fire. Commanded the Khirifi to go out and conquer Iberon. Sphere of Energy, but quite evil and unrestrained in what he will do for his Projects.

NomadicPredecessors of the Tukhmen and Jennite horse clans in the modern age. Occupy lands to the south and west of Darkmoor.

: the clever and reasonable LE F/14+ commander of the Iberon force sent to pacify the North.

: formed by the wizards who did not forswear Iberon in the North. Crafty and clever.

the man who had built and controls the Thisbean Inn.

; lives in the Wyrmroosts, the most powerful wizard in the North, an Independent. He can actually Cast IX’s!

Map of Blackmoor

A popular video game played by the crew of the

Vehrenschult Industries Model robohorse of the Azure Knight, 3400 years old. The Federation models might actually be based on it...

. The former are working with humans, the latter are isolationist.The Mealyn are the ancestors of the Shadenelves.

Waynder Equavus, the titular Lord of Elves in the North (very tall at 6’, and Rank F), Blond, blue eyed, Rank F-I, working on Elven Wizardry as well.

---Weirwood Forest/Court, Paulo City for a trade city.

Going south, sites include the Ironspur River, the Forge, Forgebridge, Torwell, Torford Abbey and the Order of St. Gilavo, Baron Sheldus of Torwell

Vikings → the Ertobolle; Skrotti Halfhand (Axe ), High Jarl of the Hafni Clan, CN F/18+

--- Klornnarg is the Capital of the Hukirt nation.

Egranzier the Manifold, a master Conjurer of Iberon. Three Entropic Artifacts

---Brother Tunnex the Sollux.

SLA Tomes: Teach Extra Spell Like Ability/ Extended/ Widened/ Topped/Fastcast Provided to Brittabelle for teaching other Cryptomancers, although they could reasonably work with all the Secret Schools.

High Valence Runes: Expend an appropriate Valence to use a Rune at higher Effect than its normal base level.

Immortal Levels (36 of them!)Initiate Novice, Initiate 1-4, High Initiate: Learning the Ropes, sponsored by Immortal Patrons. Check latest chapters at ????????????????????⚑????????????????⚑????????????

Temporal Novice, Temporal 1-4, High Temporal: Immortals starting their own independent Projects and personal works.

Celestial Novice, Celestial 1-4, High Celestial: Celestials are the main explorers and experimenters of the Immortals.

Empyreal Novice, Empyreal 1-4, High Empyreal: Powerful immortals with grand designs and ambitions.

Eternal Novice, Eternal 1-4, High Eternal: Usually old Eternals with solid foundations and deep accomplishments over great spans of time.

Hierarch Novice, Hierarch 1-4, Full Hierarch: extremely powerful Immortals, some of whom may never have been mortal, and have been around for literal ages.

Various Immortals:

Quarizon (=Ixion of Energy), Paras (high in Time), Ssa (=Ka)

Jillius, Merchant/Thief of Thought (Iberon)

Anapexsis of Time

Clangyr = Wulshar the Maker in Iberon, Matter

Yeggtru, Orcish Immortal of disease. (made the Zanzyran plague), Entropy

Tenya (Vanya) – War goddess and patron of Siricil, aggressive, chaotic, loves war, duplicitous. CN Matter

Tzentotl (Atzenoetl)-Elven god of bats/deception/evil, highly subversive in his style, Entropy.

Liisana (Varisia) – goddess of love and beauty, Delphan, oddly belongs to Matter

Gulguz/Surtr: Fire and war, CN (E) Immortal of Energy.

The Darkmoor foundation team in the future (the Free Constortium):

Ketcher Kociba, the Catcher for King Antius of Darkmoor;

Alamos Moeuseur, lawyer who handled the finances for the Kingdom;

Prince Ukker Denalan;

Regent of the Halls Himmmelstern Karackheim;

Yedemil Feiahan of the Weirwood Court (blonde hair, green eyes elf), one of the rarer elven merchants and traders;

and Dani Saliaveli, Federation technician, gunfighter, and new entrepreneur.

Current quest items for Edge to be addressed:

Kill the Schiders and whatever is inside that Pyramid.

Investigate Aengmor and destroy it (the city in lava).

Reveal the hypocrisy of the shadelvar rulership and the open invitation to emigrate.

Reveal the falsehood of the soul gems and what Gaebrel is building in the central temple.

Reveal use of the Radiance by the priestesses eats at the field of magic.

Reveal the young mutant children are the price of the priestesses using the Radiance, and they grow up to become orcs and goblins and intermingle with them. They’ve been killing their children for centuries.

Thisbean Inn: Reach the end of the loop.

Save the people of Darkmoor if at all possible.

Wipe the faction employing Soul Eaters.

Recruit the aliens with their advanced technology and save them as well.

Stop the Northman raids.

Investigate the Ei of Hazz and its origins.

Leverage time in the past to help train in the future, and vice versa for Darkmoor, especially for gaining Weapon Mastery.

--- Preserve the knowledge of Sythia

Wipe out the proto-humanoids and find origins (Nifl)

--- Disperse Sims through history to record what is going on, forming the Twilight Library of the Black Rose.

-- Plot expansion into Norwold/Eislas for people of Darkmoor.

-- Establish Trading Company in Federyn to leverage cash and manpower there.

-- Locate Sama and Briggs

-- Remove all nifloids from the Bleaklands

-- Find a path to the Hollow World. Polar openings?

--- Kill all the antelids laying dormant in the Hollow World.

--- Break the Immortal magic there that doesn’t allow cultures to evolve.

--- Attend the Great School of Magic

--- Learn the skills it has to teach, read through its library.

--- Graduate with high honors.

--- Find the Radiance Forge putting out the Gammathauma and shut it down, or put items into place to counter/offset its effects.

--- Eliminate House Bulgarov and its vampires.

--- Eliminate House Caergard and its lich and spirits.

--- Wipe the lycanthropes from House Verdain and Zanzyr in General.

--- Start the Human Ranger Tradition in Erendyl.

--- Introduce a dwarven presence in Zanzyr (Moorish Dwarves) that will expand into the Bleaklands and help claim its territory.

--- Reinforce the borders of Erendyl and expand its trade presence.

--- Raise a Pyramid in Erendyl that absorbs the Radiance and counteracts its power.

--- Finalize a full trade road to north Federyn… and then another straight down to the swamp and sea to the south.

Ranks:

10- Emperor

9 - High King

8 – King

7 – Archduke

6 – Duke

5 – Marquis

4 – Earl

3 – Count

2 – Baron

1 – Baronet

Required: Minimum Number of Followers equal to Digits of rank. So, Rank 1 = 2 to 9, Rank 2 = 10 to 99, Rank 10 = 1,000,000,000+.

Must have at least one person of the rank immediately below sworn to you.

📖 Contents

1 BECMI (Biracial Edgelord Can Make Immortal!) : Prologue 2 BECMI Chapter 1 – Babyhood Sucks 3 BECMI Chapter 2 – We’re at Character Creation and trying to Minmax! 4 BECMI Chapter 3 – Getting Around 5 BECMI Chapter 4 – Setting Yourself Up for Success 6 BECMI Chapter 5 – Immortal Lies, Mortal Meanings 7 BECMI Chapter 6 – Going Hunting above my Weight 8 BECMI Chapter 7 – Material Acquisitions 9 BECMI Chapter 8 – Out in the Darkness 10 BECMI Chapter 9 – Picking up an Animal Friend 11 BECMI Chapter 10 – Butter and Poison 12 BECMI Chapter 11 – Item Creation Guidelines are Important 13 BECMI Chapter 12 – A Stave to Edgelord By 14 BECMI Chapter 13 – With This Staff in Hand... 15 BECMI Chapter 14 – The not-Radiance, it's Gammathauma Radiation, Fools! 16 BECMI Chapter 15 – Explosive News 17 BECMI Chapter 16 – A Study in Time 18 BECMI Chapter 17 – The Elements of Time 19 BECMI Chapter 18 – Busy as the Bugs 20 BECMI Chapter 19 – What Lies Over There 21 BECMI Chapter 20 – Miraculous Possibilities 22 BECMI Chapter 21 – The First Dragon 23 BECMI Chapter 22 – Leveraging Time 24 BECMI Chapter 23 – Working the Runes 25 BECMI Chapter 24 – Runes and Running About 26 BECMI Chapter 25 – Dwarven Hospitality 27 BECMI Chapter 26 – Elven Hospitality 28 BECMI Chapter 27 – Truth Cuts Deep 29 BECMI Chapter 28- A Wrinkle in Time 30 BECMI Chapter 29 – Time is Cruel 31 BECMI Chapter 30 – New Recruits 32 BECMI Chapter 31 – Out-Voted 33 BECMI Chapter 32 – A Long Trek Backwards 34 BECMI Chapter 33 – Warrior and Human 35 BECMI Chapter 34 – The Alternate Road 36 BECMI Chapter 35 – Past Misgivings 37 BECMI Chapter 36 – Another Pause in Proceedings 38 BECMI Chapter 37 – Stragglers Here and There 39 BECMI Chapter 38 – More Stragglers 40 BECMI Chapter 39 - Outlawed 41 BECMI Chapter 40 – Messing with History 42 BECMI Chapter 41 – A Potent Future from the Past 43 BECMI Chapter 42 – One Last Night before we Rest 44 BECMI Chapter 43 – Filling Up the Time 45 BECMI Chapter 44 – A Chill is Setting In 46 BECMI Chapter 45 – A Cataclysm Cometh 47 BECMI Chapter 46 – Some Time Alone 48 BECMI Chapter 47 – A Dragon’s Years 49 BECMI Chapter 48 – Draconic Discoveries 50 BECMI Chapter 49 – The Long Years 51 BECMI Chapter 50 – An Immortal Visitor 52 BECMI Chapter 51 – Immortal Consequences 53 BECMI Chapter 52 - Dragonsleep 54 BECMI Chapter 53 – It’s Time to Go 55 BECMI Chapter 54 – A Final Pause 56 BECMI Chapter 55 – The Last Sunken Hurdles 57 BECMI Chapter 56 – A Scale of Time 58 BECMI Chapter 57 – All the way here to Thisbean Inn 59 BECMI Chapter 58 – Of Ladies and Kings 60 BECMI Chapter 59 – The Guilty Parties 61 BECMI Chapter 60 – Divining the Traitors 62 BECMI Chapter 61 – Of Kings and Things 63 BECMI Chapter 62 – The Ei is Watching 64 BECMI Chapter 63 – A Roadmap to the Future 65 BECMI Chapter 64 – Marked for Greatness 66 BECMI Chapter 65 – About Time and the Land of Darkmoor 67 BECMI Chapter 66 – Trade Matters 68 BECMI Chapter 67 – First Contracts 69 BECMI Chapter 68 – A Working Vacation? 70 BECMI Chapter 69 – Preserved by Amber 71 BECMI Chapter 70 – Getting into Positions 72 BECMI Chapter 71 - Attendance 73 BECMI Chapter 72 – Extending Influence 74 BECMI Chapter 73 – Family Problems Counselor 75 BECMI Chapter 74 – Timely Political Contributions 76 BECMI Chapter 75 – Running Simulations 77 BECMI Chapter 76 – Prepping for Adventure 78 BECMI Chapter 77 – Module, er, Quest Accepted! 79 BECMI Chapter 78 – The Batrachian Basilica 80 BECMI Chapter 79 – Scouting Speed Run Complete 81 BECMI Chapter 80 – Special Forces in Special Places 82 BECMI Chapter 81 – A Failure of Technology 83 BECMI Chapter 82 – Taking the Temple 84 BECMI Chapter 83 – Setting the Spoils 85 BECMI Chapter 84 – New Roads Forward 86 BECMI Chapter 85 – Recruitment Drive 87 BECMI Chapter 86 – Crazy Origins 88 BECMI Chapter 87 – Off to the Weirwoods 89 BECMI Chapter 88 – A Walk in the Moonlight 90 BECMI Chapter 89 – Annihilation: Code Black 91 BECMI Chapter 90 – To the Stormspires and Overstern 92 BECMI Chapter 91 – The Man in the Middle 93 BECMI Chapter 92 – The Forgebridge 94 BECMI Chapter 93 – The Abbey 95 BECMI Chapter 94 – Murder, She Witnessed 96 BECMI Chapter 95 – The Hunt will begin Soon 97 BECMI Chapter 96 – Recovering a Regent 98 BECMI Chapter 97 – A Blood Price 99 BECMI Chapter 98 – Ill Deeds come home to Roost 100 BECMI Chapter 99 – Freedom Rides on Black Wings 101 BECMI Chapter 100 – Beckoned by Fire 102 BECMI Chapter 101 – Forged in a Lava Pit… Sounds Familiar?… 103 BECMI Chapter 102 – I Wish for a Bad Ending to All This 104 BECMI Chapter 103 – A Massacre for a Massacre 105 BECMI Chapter 104 – The Judgment of Heaven 106 BECMI Chapter 105 – Energy in Hand with Entropy 107 BECMI Chapter 106 – Another Courting Call 108 BECMI Chapter 107 – Ripple Effects 109 BECMI Chapter 108 – Fiends for Demons 110 BECMI Chapter 109 – Immortal Words and Wills 111 BECMI Chapter 110 – The Collapse of the Khirifi 112 BECMI Chapter 111 – Intervention of the Elders 113 BECMI Chapter 112 – The Roads to Immortality 114 BECMI Chapter 113 – A Road to the Eternal 115 BECMI Chapter 114 – The End of the Khirifi Empire 116 BECMI Chapter 115 – More Imperial Ambitions 117 BECMI Chapter 116 – Conjured Doom 118 BECMI Chapter 117 – Deathly Bequests 119 BECMI Chapter 118 – On a Higher Cause 120 BECMI Chapter 119 – An Expansion of Strength 121 BECMI Chapter 120 – Immediate Plans 122 BECMI Chapter 121 – At the Tower of Daffid the Red 123 BECMI Chapter 122 – Fiery Food leads to Fond Farewells 124 BECMI Chapter 123 – Fallen from the Stars 125 BECMI Chapter 124 – Diplomatic Dealings 126 BECMI Chapter 125 – Inside the Barhund 127 BECMI Chapter 126 – Hearts at Ease 128 BECMI Chapter 127 – Discussions of Consequences 129 BECMI Chapter 128 – Waking from a Bad Dream 130 BECMI Chapter 129 – The Destiny of the Barhund 131 BECMI Chapter 130 – A Call to Battle 132 BECMI Chapter 131 – A Letter of Blood and Souls 133 BECMI Chapter 132 – Where We are Going and What We are Doing 134 BECMI Chapter 133 – A Map to Massacre By 135 BECMI Chapter 134 – The Cost of a Curse 136 BECMI Chapter 135 – There is no Glory in This 137 BECMI Chapter 136 – Breaking the Northern Fist 138 BECMI Chapter 137 – Vikings get Viked by Southern Cross 139 BECMI Chapter 138 – Killer Legacies 140 BECMI Chapter 139 – What is Locked Within 141 BECMI Chapter 140 – Yellow goes White 142 BECMI Chapter 141 – Something for Later 143 BECMI Chapter 142 – Annealed by the Annelid 144 BECMI Chapter 143 – Cavernous Elimination 145 BECMI Chapter 144 – Cold Relief 146 BECMI Chapter 145 – A Moment to Reflect 147 BECMI Chapter 146 – The Temples are Doomed 148 BECMI Chapter 147 – Death is, in fact, Quite Proud 149 BECMI Chapter 148 – Not a Duel of Fates 150 BECMI Chapter 149 – Chatter in the Coliseum 151 BECMI Chapter 150 – It’s Not Fighting and Slaughter, It’s just Showbiz! 152 BECMI Chapter 151 – Avaunt, ye Avatar of Nifl! 153 BECMI Chapter 152 – Gold and Glory 154 BECMI Chapter 153 – And there was Dancing 155 BECMI Chapter 154 – A Dwarf Redoubts 156 BECMI Chapter 155 – A Legacy to Endure 157 BECMI Chapter 156 – Unmoored Parts moving in the Dark 158 BECMI Chapter 157 – Grifting by a Graf 159 BECMI Chapter 158 – A Return to the Present 160 BECMI Chapter 159 – Wind and Fire do not mix Well 161 BECMI Chapter 160 – I Wish I Knew... 162 BECMI Chapter 161 – Clans and Claymores 163 BECMI Chapter 162 – Time is Anchored 164 BECMI Chapter 163 – Overland Travels 165 BECMI Chapter 164 – Over Roads, Past the Dales, as We Head for the Bleaklands Trails… 166 BECMI Chapter 165 – A New Trade Road 167 BECMI Chapter 166 – A New Trade City 168 BECMI Chapter 167 – Elves Moving Forward with the Times 169 BECMI Chapter 168 – On the Road Again, I just can’t Wait to get on the Road Again… 170 BECMI Chapter 169 – A Bridge over Troubled Waters 171 BECMI Chapter 170 – The Bridge is no Trouble 172 BECMI Chapter 171 – The Road ahead is Bleak, Bleak, I Say! 173 BECMI Chapter 172 – Just Some Random Mercantile Proceedings

⚙️ Reading Settings