Sunday, 28 June 2026

Hats of the World Above (Firmament)

 I said I was taking requests for Firmament posts, and Vayra (after observing that hat culture in 2005 was fucked up, for semirelated reasons) inquired after a Firmament hat culture post. 


Here is that post.




THE GRAND DUCHY OF DRAAD


Broad-brimmed hats are the standard in Draad, for anyone who likes to be anyone. Light-coloured, or light-coloured on the underside, they once suggested a solaresque halo. Among the well-off, these are felted, or made of expensive material, while among the ordinary population, they’re usually straw. Wealthy women sometimes attach a shoulder-length veil of translucent silk to the brim. The broad brims are a very iconic Dradian thing, and they have been wearing them for quite a long time, with the usual and expected shifts in fashion, and so forth. Currently, wearing feathery plumes is de rigeur, but a few decades ago, having a plumed hat marked you as a puffed-up fool or a brigand. 


These types of broad-brimmed hat, with a slightly taller crown and a saffron-coloured band, have made the jump from Dradian to World-over as the hats of Captains in the Royal Army. 


The children of ordinary subjects generally wear a small, brimless, bell-shaped hat, which is designed to be hardwearing, practical, and a blank canvas. Some people jokingly call this an eggshell or hatchling hat. Embroidery is a very highly-regarded skill in Dradian society,  and children are encouraged to pick it up by decorating their own hats. Of course, the smaller-scale brimmed hats worn by children of the nobility are rapidly, densely covered with embroidery by the servants, to give the young master or mistress the appearance of diligence, intent and skill. 


When Draad still had its many hilltop and island monasteries, the monks wore a squarish little hat, sometimes called a monk’s box, or a monkhelm hat. In the century leading up to the dissolution of the Dradian monasteries, the monkhelm gained about a foot of height, and the occasional white pom-pom, but before that, it was a low, small, humble sort of hat. Nuns at these institutions usually wore something like a heavy wimple. Modern Dradian Scribes sometimes affect monkhelms and wimples, although usually only in private, since you don’t want to wear a hat that makes you easy to identify and arrest on the street. 


All across Draad, but especially in the great plains of Torni and Atiyong, headmen wear tall, broad-brimmed hats, with a sturdy band. This band is used to decorate the hats with freshly-harvested crops, when it’s possible, as a boast of agricultural productivity. A crown of wheat for the alderman - this tradition is believed to be very ancient. In places where the village has become a town, and the farmers have become artisans, the decorative crops have likewise become embroidery, or brass. 


The stereotypical hat in the western Duchy of Iridia is the bycocket and relatives, or chapeau á bec, as an Iridian would call it. A little cap with a brim formed into a beaklike protrusion, they have the mien of a hunter or a poet, at a glance. Iridian fashion is popular at court at the moment, so a lot of young gentlemen, ladies and signatories are wearing bycockets and disdaining the old broad-brim as a fatherly, dour sort of hat. 


The hats worn by the Idami, the people of the mountainous hinterland of Ida, are more similar to Magnite hats than to those of “other Dradians”, aside from the shared habit of agricultural decorations for village headmen. 




THE DUCHY OF DEFIANCE (FORMERLY, SERIAS)


Coastal Seriasi (especially men) have picked up the Dradian habit of broad-brimmed hats, due to long centuries of trade and influence across the Seriasi Sea. All along the coast, it’s fashionable to pin up one side of the brim, and equip oneself with the brightest, most extravagant plume one could possibly find. Sometimes the Seriasi version has a tall, cylindrical crown. The most expensive variants are made of a see-through fabric mesh, also. 


Most Seriasi women will wear a decorated couvre-chef, or kerchief, on their heads, usually to tie back long hair. Many will tail right down to the shoulders. It may be worn around the neck, tied off whichever way you please, if you have short hair. 


As an aside - short hair is always associated with a dangerous profession, at least in the Kingdom-proper. In the civilian society of Draad, Serias, Saral Sar, Arumell and (to a lesser extent), Zzargod and Magnos, both men and women associate long hair with beauty. They cut your hair when you join the army, and soldiers who enjoy the life tend to keep it short from then on, resulting in particularly martial families having a reversed association, considering long hair a sign of lethargy and cowardice. People who are bounty-hunters, night watch, bandits, or hell, even serial duellists, may copy this martial coding. 


In the big cities, especially Zulian and Rozendak, it’s traditional for those whose job is to work with money to wear a “coffer” hat - sort of ovoid, stiff, flat-topped and brimless, with space inside it, and two tassels to tie it on. Some people joke that it’s a form of security to store one’s purse inside one’s “coffer”, for no Seriasi would ever be so rude as to knock off another’s hat. Some people observe this joke became so common, they had to add tassels to keep the damn hats on. 


On the ships which ply the Seriasi Sea, a broad-brimmed hat with a pinned-back brim is preferred by most - in the “bicorne”, “tricorne”, or “square-boat” forms. Hats created with the intent to be pinned back sometimes have a taller, sturdier crown, for a sort of head protection. Some even approach a sort of sugarloaf shape - someone called these tall examples “island hats”, and started putting wave-patterns on the underside that show when you pin up the brim. 


On the inland steppes of Serias, the broad-brimmed hat is impractical for the fast-moving, horse riding fellow. Some wear couvre-chefs, but those disdaining these for reasons of machismo wear a jeździec, a tight-fitting, collapsible, soft and rounded cap, with a fabric “tail” to protect the neck. 


Out in the montane south, especially in the towering peaks of the Far Mountains, a fur hat made from a whole fur-animal is a fashion-statement. Usually, the choice is raccoon, fox or coati, made so the animal’s tail hangs down the side or the back. 




THE DUCHY OF SARAL SAR


Saral Sar shares the tradition of the couvre-chef with Serias, though over here it’s more capacious, (sometimes to the extent of being a headscarf), is worn in a wider variety of styles, and is an entirely gender-neutral garment (which, as you may assume, the masked actors love to use for gags and misunderstandings.) Atop peasant couvre-chefs, you will often find a sun-hat of woven straw or grass, but atop a noble couvre-chef, you may find small decorated hatlets, fancy bands, a circlet, an Iridian-style bycocket, or a cylindrical hat-of-honour. Sometimes, it is worn with a little rounded cloth “beak” that shades the eyes. 


In Idári, they wear a sort of soft, round, flat-topped hat, occasionally with a pom-pom, pin, or short plume. The rest of the world creatively call it an Idári cap, and it would remain a footnote of fashion and history if not for its recent adoption as a sort of uniform by Defiant militias operating along the Defiance/Saral Sar border. They have thus become a revolutionary symbol, and escaped Idári to the east, north and south, like an invasive species. Duchess Serafin of Defiance has even been seen wearing one! 




THE REPUBLIC OF ARUMELL


Hat culture has experienced an explosive shift since Arumell’s revolution began. Previously, an all-black version of a Dradian broad-brim was considered a thing to wear in polite society, but the hats have practically vanished overnight. Now, in the Defiant body which governs the newly-formed Republic, the Nova Senate, hats of a rustic and/or Kelkoran character have taken charge. 


A few centuries ago, the black broad-brim was adapted into the walder hat. In paintings, you can see the slow transformation - every bit the brim narrows, the hat’s crown gets higher. Once the brim has become only an inch wide, and upturned in the back, the cane-reinforced walder is about the height of the wearer’s head. Sometimes they have a little pin in the front, sometimes this pin is replaced by an identifying medal, if the hat is a professional one.  These are worn by serious gentlemen, skilled artisans, by foresters, by members of night watches and schutterijen, and by sergeants, ensigns and lieutenants in Arumite regiments. 


Artisans, on the other hand, might wear a dome-topped hat with a downturned brim of sensible width, usually made of a heavy felt or similarly hardwearing material. These are called pratiques, and they’re usually undecorated. 


Particularly rustic Arumite peasants in the deep forests and hilly interior wear a tall, pointed, even conical hat, with only a little upturned brim, if one at all. Rarely a proper stiff cone, it’s usually more of a suggestion of the shape. This hat is called an eleveur, and, once thoroughly banned from the city of Chelborc for their rustic character, they are now seen bobbing about the halls of the Nova Senate on Defiant heads. The eleveur is subject to wide mockery outside of Arumell, and defensiveness within it  - out in Defiance and Draad, masked theatre troupes love to equip themselves with these, do their worst Arumite accent, and complain ‘ow saam-one ‘as go’tten into ze turneeps agayne! 


Along the western side of Arumell, the hats become increasing Kelkoran as you approach the border. 



THE HEPTARCHY OF MAGNOS


No taxonomy can quite capture the sheer evolutionary variety of the Magnite rain-hat - the most common one is wide, and flexible enough to be rolled up, but stiff straw constructions, resilient wide oiled caps, voluminous hoods, and the like, are often seen. In Kelika, some people wear sort of hooded rain-mantle with a peak, which is pushing the definition of hat, but, hey. 


Any of the above may accompany the so-called Magnite cap, or headbag, a very simple ear-covering, tight-fitting hood with a pair of tassels to tie it off round the chin. This has a mien of modesty and earnest peasantry. Such a hood is not common among (what remains of) the Magnite nobility, who would prefer to wear hats in the style of their Zzargovi neighbours.


As for the Heptarchs, it is reported by some that they wear disturbing masks, or veils that shimmer like metal. Or a combination of the above. Or just a Dradian broad-brim, the boring bastards...


Of course, in Ayfen, where conditions are wintry year round, the hats are usually fur, or fur-lined hoods, much more like their Zzargovi neighbours. 



THE BARONY OF ZZARGOD


Wrapped chaperons are the common headwear of the nobility of Inner Zzargod, or Ramuth as they call it. These are imitated within economic means by the common people, in the form of long-tailed hoods with chin-tassels. 


In Outer Zzargod, under the cold northeast wind that always blows, a fur hat is preferred for the colder parts of the year. There are seemingly endless variations of the Zzargovi fur hat - earflaps, high crowns, low crowns, buttons to connect to your high collar, face-protectors, and the like. Meanwhile, the warmer parts of the year, an Outer Zzargovi might go for a chaperone or tailed hood, as appropriate to social class, or a Magnite rain-hat, or even, if they are a Baronial Secretary, or wish they were one, a Dradian broad-brim. 


There are two kinds of nomad in Zzargod, the “dusk” nomads and the “grey”, and the only thing they have in common aside from their lifestyle are their hats. A “nomad hat” has a tough cylindrical crown, a stiff, thick brim, and (at the wearer’s discretion) a cloth “tail” attached within the brim to protect the neck. Dusk nomads tend to wear theirs with decorative pins and plumes. In the cities of Zzargod, they say the only decoration the grey nomads put on their hats are small blades sewn into the brims, for use in scuffles. 



THE KELKORA REMNANT


Due to the variety of extant microcultures within the Kelkora Remnant, there is an equal, equivalent variety of extant micro-hat-cultures. The - the hats aren’t micro. To be clear. Unless otherwise specified. To cover all these hats would be the work of a milliners’ lifetime, and it has been. Here are some notable trends, though. 


In the wide mountainous expanse of northern Kelkora, wide patterned headbands are the most common headgear, tied low behind the head. The style in which one wears them can convey a lot, as can how they are decorated. These headbands have (in reference to the martial reputation of the northerners) become standard headgear for the average Kelkoran soldier. 


Along with the wide headband, the iconic cross-Kelkoran hats are: A cone-topped rain-hat with a slightly upturned brim (most Kelkorans consider these practical, but old-fashioned and embarrassing), a fur-lined winter hat with various decorations, and an ornamented headband with a tall upstanding section in front of or behind the head, worn by nobles. These have as many different names as there are towns in Kelkora. 


In and around the old capital, Okiri, the current fashion is for a scarf worn tied up on the head, sort of like a chaperon. For the serious sort, plain cloth and without any “tails”, for the lighthearted, they are tailed and patterned. This only came in a few years ago, but Defiant soldiers are posing for portraits wearing them - with the captured broad-brims of Royal captains held in their hands. The Governor’s staff have learned to avoid anyone wearing a “tiger-striped” headscarf. 


In Neydes, on the Arumite border, a Kelkoran cousin of the eleveur occupies heads, consisting of a shorter, woolier cone, along with a hat not dissimilar to the pratique, save its flat top. 


In Udo (whose sub-culture is even more distinct from the rest of Kelkora’s), the most favourite festival headgear is a crown of living flowers or leaves, but when such a thing is unavailable, a “hat of petals”, made of many small cloth petals stitched to form a sort of shaggy lamellar cap, is resorted to. Many other Kelkorans find these things incredibly goofy, and even in Udo they go in and out of fashion regularly. 


In Sillai, they wear a little brimless hat with a stiff band and a soft top. Usually brightly patterned. Creep south from there, into the area around Ythak, and the soft top becomes longer, flopping over to the side. South from there, in the lands called Uloriak, the cap’s soft top is even more capacious, and is worn off to the side of the head. Uloriak hats can be taken off and used as an excellent bag. 


And in the old, sleepy town of Surek, anyone of high society wears a small, dome-shaped hat on the top of their head, kept in place with long strings and decorated with lake pearls. I suppose you could refer to it as a micro-hat. 



THE ROYAL DEMENSE


In Aktia, northwest of the capital, the hats are black broad-brims, like the pre-revolutionary Arumites - for now, anyway. The monstrous eleveur, top-cone and dirty with potato mud, slouches inexorably towards Vanborc. 


In Adria, northeast of the capital, the hats are exactly Dradian, aside from the towering cylindrical hats worn by village headmen, old-fashioned nobles, and local brigadiers, majors and generals of the army. These are sometimes decorated with circular gold medallions, or many hanging silver pieces - if you don’t know a silversmith, you can make do with silver talents with a hole put through them.


In Sana, south of the capital, the hats are a mix of Sarali and Seriasi. You might see a couvre-chef under a plumed broad-brim, or a frightening hybrid of the Idári cap and the jeździec referred to as a “Sana courier”. 


In the capital itself, by a rule of manners, nobody covers their head - the only thing on anybody’s head is the crown, and only on one head does that crown rest. 



EXILES

When one is Exiled from the World Above, one is always deprived of one’s hat. 


Saturday, 13 June 2026

In Favour of Repetition




It bears repeating.

It bears repeating.

In Qal Ashen, there are two kinds of dungeon: refuges and sacred places. The former are places where things were hidden from the wrath of the Cruel Nine, and in them, you will find remnants of humanity, forgotten things, magic items, blasphemies, the too-living or the restless dead, and archaeology. The latter belong to the gods and are not always designed for human passage. In those places, you will find demons, sacred ones, demigods, deadly thresholds, and theodicy. The largest of the former is the Underworld, the largest of the latter is Heaven. 


In Firmament, there are two kinds of dungeon: temples and castles. In temples, a supernatural or heavenly power is venerated, and their title or other mythic attributes change the space. In temples, you will find otherworldly powers, monsters, spirits, magic, forbidden truths, and possibly death. In castles, a worldly or heavenly power projected or is projecting forth their will, deeds, and weltanschauung. In castles, you will find the remains of great deeds, Heraldry, hubris, best intentions gone wrong, possibly death, and almost certainly Signatories looking to explode the weltanschauung with fire before it can cause any damn trouble. 


In Aclas, dungeons are divided by verb: delves and heists. Delving is quasilegal, ideologically supported, glamorous to academics, enlightening to the arts and sciences, attracts newspapers for a story or two, is lethal as hell, and reveals truths about the word. Heists are illegal, loved by the common folk, sexy as hell, personally enriching, make all the front page headlines the next day, are merely dangerous, and definitely get you in further trouble. 


In Aesalinth, there are two kinds of dungeon: relicts and projects. Relicts are left behind from an old ordering of the world, and projects seek to create a new ordering of the world. You can’t dungeon-delve the current order of the world - people live there. 


In Karpos, most adventure happens in the court or in the forest. However, we may recognise the form of the dungeon in what the fairies build - to hide from the petrifying sun, they construct labyrinth delves beneath the soil using their close familiarity with stone. Like everything else, the greatest and cruelest fairies, the dwerrow, make the greatest and cruelest labyrinths. Their castle homes are the largest examples, each tuned to their specific madnesses. 


On the Sovereign Sea, there are two kinds of matters requiring your attention: investigations and explorations. Investigations happen inside civilisation, involve tragic circumstances, feature occult forces, and are a matter just for us. Explorations happen on distant shores, involve rivalry and mystery, feature lots of strange things, and ought to feature in your next book, madam. 


In Invisible Hands, every city has a dungeon, which must be plumbed to save the Economy.


Sunday, 7 June 2026

From Yore (Arctic Monsters from Firmament)

 The coldest place in the World Above is Ayfen, the Province of Winter, a region of Outer Magnos cloaked in, well, winter. It gets only barely warm at the height of Summer, and is snowy for most of the year. Some Signatories believe the cold of Ayfen is what keeps Zzargod chilly and Magnos rainy, unlike the rest of the (warmer) World Above. These same Signatories point out that high, dry and hot Saral Sar lies at the opposite side of the disc from Ayfen. 

Anyway, that’s a digression. Ayfen is neither arctic enough nor monstrous enough for an arctic bandwagon. 


The coldest place in the World Below is Yore, a vast and blasted land lying at the foot of the Marble Mountain in the uttermost north of creation. Ancient chaoskampf struggles dug great gouges into the land, and ice lies in sheets as tall as houses. Powerful Stellar spirits keep distant retreats in Yore, for it is a little-inhabited place, only occasionally traversed. The only people who reside here permanently are the reclusive and scholarly Udvarli, who burn the half-petrified remains of ancient buried forests for warmth, and study soteriology. 



MONSTERS FROM YORE


Chroniclers 

7HD (42HP), AC17 (Steel and Stone), Morale 6 (Must Preserve the Data) 

The great spirit called History spends Autumn and Winter in Yore, so their servants can be found here, too. Fifteen-foot tall lumbering statues, made of black stone and steel, rimed with frost. Their searchlight eyes can be seen sweeping the blizzard-darkness of Yore at deep midnight. Each has a uniquely-designed face-mask of finely-machined black steel bolted onto their iron-cage heads, which hiss out freezing vapour from the cavern of their bodies. Their barrel chests open like massive steel doors. 

No. Appearing: 1d2 (1d6 near the Tower of History) 

Movement: Slow, inexorable steps, which shake earth and shatter ice.  

Senses: Sight like a telescope, excellent hearing, dull touch. No smell or taste. 

Morality: Curious, patient, alien - prioritise recording and preserving history even over human life. 

Intelligence: Very high, but nonverbal. Intelligent enough to judge the best targets for its Maddening Beam with a minute of observation. 

Attacks: Maddening Beam, then 2x Punch, usually not on the same target. The Chronicler’s head can revolve 360°. 

  • Punch - +7 to Hit, 2d8+4 bludgeoning damage. 

  • Maddening Beam - The Chronicler gazes at a given target at the start of its turn. This target gains 1d6 Information Overload. Creatures with 4HD or more may save to not gain it. If Information Overload ever exceeds the target’s WIS score, they take 6d6 mental damage, and for the next 1d6 days they are: (1. Confused 2. Blinded 3. Always Lost 4. Paranoid 5. Obsessive 6. Full of Trivia). Reading a new book clears 1d6 Information Overload. Writing down what's in your mind clears 2d6 Information Overload, and might end up being indirectly helpful.

Magic: Chroniclers are omniliterate, like scribes. They can instantly “print” words that they see onto metal contained inside their internal storage. 

Internal Storage —Chroniclers can carry up to 60 slots of equipment in their chest. Things carried inside a Chronicler are suspended perfectly, frozen and unable to decay. People are 10 slots big, and if they are inside when the doors shut, they begin to fall into suspended animation - save to resist this for a minute, but it is inexorable. They mostly use this to retrieve texts, artefacts and people of interest for their creator. They usually have 10 slots of metal plates, for “printing” on - they prefer to take the original text and make a copy. 

Durable Form — Chronicles take minimum damage from fire, cold and mundane weaponry. 




Fragmentines

8HD (48HP), AC14 (Hard Crystal), Morale 6 (Not Entirely Brave) 

Resembles something like a 10ft wide spider or crab, made entirely of jagged, harsh, brightly-glinting crystal. In its body, shadows seem darker, and light seems brighter. They say you can see a different world through lenses of fragmentine glass - but, well, you can go and harvest the glass yourself, thanks.

No. Appearing: 1 (1d4 in the Fractal Fragment Fields) 

Movement: Speedy scuttle, stops and starts, never moves in a directly straight line. Always approaches on the angle. Does not like to be near living creatures. 

Senses: Excellent sight, can see like a telescope or a microscope, can see forbidden colours and see heat. No other senses. 

Morality: Alien, cruel, territorial. Oddly histrionic. 

Intelligence: Despite it all, no more intelligent than a human being. 

Attacks: 2x Beam or Scintillate, then a Stab, reluctantly, if anyone is in melee range. 

  • Beam - Automatic Hit, Deflected by Mirrors, 2d8 light damage. Effectively infinite range. 

  • Scintillate - Everyone who can see the Fragmentine must save or be blinded for 1d6 rounds. 

  • Stab - +5 to Hit, 1d8+3 Piercing 

Light Eater — Fragmentines kept in total darkness for three days straight will slump over and become dormant. A dormant Fragmentine will be reawakened even by the glint of a candle, but only for a short time. They require having eaten sunlight that day to use their Beam or their Scintillate. Fragmentines are very territorial of high-up places that get good and regular sunlight, which are thankfully quite plentiful in Yore. These high-up feeding platforms also make for excellent beam-artillery-towers. 




Icewrite Penguins 

3HD (15HP), AC14 (Thick Feathers), Morale 6 (Animal) 

On the shores of the frozen Icewrite Sea, you shall encounter penguins like no other. Well, if you’re from the World Above, you’ve probably never seen a penguin before in your life - so you have no point of comparison. All the same - these ones are eight feet in height, white-bellied with butter-yellow backs and goldenrod beaks. Their eyes are a bright green, and seem strangely perceptive for such inelegant things. 

No. Appearing: 4d6 (If a dice rolls 1-3, then there are 1-3 1HD fledglings in the huddle). 

Movement: As huge, heavy penguins. 

Senses: Decent sight, muffled hearing, good sense of smell and taste. Can sense incoming storms and blizzards 3 days in advance. Have some unclear way to navigate around the Icewrite Sea without difficulty. 

Morality: Flock-centric. Very protective of their young, but otherwise curious, placid, even jovial. 

Intelligence: Low. :) 

Attacks: Peck - +3 to Hit, 1d8 damage, 3d6 on a critical. 

Reverberating Sound — A given Penguin can use its turn to create a deep, warbling vocalisation, in one of two tones. At a high tone, it causes other nearby Penguins to approach, ready for a fight, and causes a sharp pain in the earth, dealing 1d2 nonlethal sound damage to all non-penguins nearby. At a low tone, it causes nearby Penguins to flee from the source of the vocalisation, and causes visual hallucinations of ripples and shimmers in the air, giving -2 to hit with ranged weaponry in earshot. 



Farwalkers 

10HD (50HP), AC14 (Thick Feathers), Morale 11 (Brave and Careless) 

Huge, semi-humanoid figures. They have massive, muscle-bunched shoulders, overlong furred arms, massive white wings sprouting from their middle back, furred legs like a big-cat’s, a spine-covered tail, and a strange, fang-filled, animalistic face. They are the strange creations of an ancient long-gone spirit, their numbers never to be replenished, slowly vanishing from the world. But until they do, they shall make the world remember them. 

No. Appearing: Always Solitary. 

Movement: Languid loping walk, rapid all-fours run, speedy flight, or Wind Walk (see below). 

Senses: Excellent sight, hearing, smell, taste and touch. Sight unimpeded by weather or water. Can shut their eyes to see the surroundings as if from five miles above their own heads. The winds bring them sounds, giving them preternatural hearing within a mile. 

Morality: Proud, hot-headed, tempestuous, resentful of the world, intent on making a mark. Ultimately kind to the meek, and generous to the needy. 

Intelligence: High, but focused on practical matters, understanding the world and problem-solving. Not particularly well-read, and occasionally amusingly forgetful. 

Attacks: 2x of Clawstrike, Twister or Windflaw, then Call Lightning.

  • Clawstrike - +10 to Hit, 3d6+6 damage. If any dice shows a six, the Farwalker automatically grapples the target in its catching claws.
  • Twister - In an area 10' in diameter, all unsecured creatures must save or be picked up and flung 20' vertical by a sudden twister.

  • Windflaw - Target creature and everyone next to them gets launched 50' in a direction of the Farwalker's choice by a sudden, violent gust. Creatures in contact with the ground may save to stay where they are. Often combined with Twisters to great effect.

  • Call Lightning - At the start of the Farwalker's next turn, target creature is struck by lightning, taking 6d6 damage. This can harm even spirits. Creatures with some protection against lightning can save for half, but this is not common.

Magic: Farwalkers can speak many long-forgotten languages, and remember the very ancient past. If they like you, they may bless you with alacrity (re-roll DEX until it's higher). They can purify water with a touch, and are never lost. They can also send their voices on the wind, effectively allowing them to directly converse with anyone within a mile radius. Some Farwalkers also have MD, and keep the acquaintance of ancient spirits.

Wind Walk — Farwalkers can focus for a minute to discoporate and become a roaring free-flying wind, which can move at up to 120mph in any direction, but cannot stop in place. They can bear grappled creatures and unsecured objects along in the gust.

Stormbringer — In Yore, Farwalkers are always accompanied by a heavy blizzard about three miles in diameter, centred on their position. If they Wind Walk, the storm instantly dissipates, then reforms at their new location. Elsewhere in the world, Farwalkers are accompanied by thunderstorms, sandstorms, or stranger weather. 



Breathtakers 

6HD (30HP), AC10 (Vapour), Morale 3 (Not Used to Harm) 

At rest, resemble a shimmering pale human silhouette with ice-glint eyes. In motion, a cloud of roiling vapour shot through with rainbow scintillations. Invisible in snowstorms. These beings are born from the otherworldly Cave of Vapours which bores into the side of the Marble Mountain. 

No. Appearing: 1d3

Movement: As a running human, sometimes, but most often as windborne vapour. 

Senses: Dull sight, 100’ radius sense heat, otherwise, guided by vague instinct. 

Morality: Don’t understand the value of life, desire heat above all else, will happily murder to get it. 

Intelligence: Impossible to tell, but they’re smart enough to work to foil countermeasures against them. 

Attacks: Freezing Touch - Target saves or takes 3d6 cold damage. If the save is 5 or less, they also become unable to breathe properly for 1d6 rounds (winded, I suppose), unable to undertake strenuous activity. Running from a Breathtaker is strenuous. If the save is a fumble, the touched body part (use a hit location table) is dismembered or disfigured, as appropriate, as the skin and/or flesh freezes and/or shatters. 

Magic: Breathtakers extinguish fires smaller than them instantly by a touch, and can slowly drain larger fires in them-sized increments, at a speed of one per round. 

Heat Eater — If a Breathtaker goes a month without stealing heat from a fire or a living creature, they coalesce into a human-shaped block of ice, and die. Fires are much better sources of heat than people, and Breathtakers will always prioritise them. 

Vapour — Breathtakers are immune to mundane weaponry.




Marmoreals

5HD (30HP), AC16 (Marble), Morale 9 (Spirited) 

Strange genomoi born from Yuzha, one of the Pillars of the Earth. They surface through the slopes of the Marble Mountain and clad themselves in the white stone, before tumbling down the slopes, gathering snow as they go. The Marmoreals wander Yore compulsively, alone or in pairs, seeking great truths. They resemble slender youths of symmetrical proportion carven from pure marble, with shining white eyes. From afar, they cut bizarre figures, for their gauzy, light clothing does not at all suit the weather. 

No. Appearing: 1d2 (At a rare festival gathering, 3d6 in one place) 

Movement: Nimble but thunderous, quick but with a great deal of momentum. 

Senses: Slightly better than human. 

Morality: Mostly as human, but they have an instinct to examine the unknown and to range widely, and despise things which oppose those instincts. 

Intelligence: As human. 

Attacks: Varies based on equipment, but generally, x2 a turn with +5 to hit. 

Magic: Marmoreals have Earth Glide, and two other abilities from the following list. They can use each once, then need to meditate underground for 24 hours to regenerate them:


0. Earth Glide - For the next hour, the Marmoreal can move through soil and stone as though it was water. With no need to breathe and no fear of the earth, they will happily use this to comfortably bury themselves if the need arises. 


  1. Tallow-of-yuzha - With ten minutes, they can create 5 slots of this substance, which is an oily, white, shiny, almost buttery mineral substance. When lit, it burns like a road flare, blinding spirits that look into the flame. The smoke produced causes hallucinations and vomiting in humans and animals, and long term exposure causes bouts of rage and ennui.

  2. Chemical Breath - They exhale a 30’ cone of chemical vapour, which would also rapidly fill a closed room. Anyone breathing it in takes 2d6 acid damage, and must save or be blinded and winded for 1d6 minutes. 

  3. Crystalline Eye - A third eye opens on their forehead, which glimmers with rainbow colours, and casts soft beams of light out ahead like a bullseye lantern. This allows them to see in the dark, and also to see even hidden spirits. The Eye can read like a Scribe can. 

  4. Stone Shape - At their shouted command, up to 20 slots of rock reshape over the course of 1d4 rounds into any form they desire. 

  5. Create Gemstones - With an hour, they can turn 20 slots of rock into a ⅓-slot sized gemstone, worth 2d6*100 talents. They use these for the purposes of bribery, and never perform the process in front of witnesses. 

  6. Alloy Master - With ten minutes, they can heatlessly fuse the correct proportions of any two metals into their secret alloys. They love doing this, and show off the process to everyone, spinning the metal in their hands like bread dough. 


Equipment — Roll 1d10 - on a roll of 1-2, the Marmoreal has no equipment.
3-5 indicates the Marmoreal is armed with white steel weaponry, which absorbs light, then glows in the dark. Marmoreals favour light triangular daggers and medium flanged maces.
6-8 indicates the Marmoreal also wears pristine, angular armour of white steel, raising their AC to 18.
9-10 indicates they also possess one of the following:

  1. Chamakna Sword - A heavy triangle-bladed greatsword of rainbow-scintillating chamakna, a crystalline alloy born of Yuzha. Has +2 to hit and damage, gives the wielder +2 to saves vs. magic, and can be used to attempt to blind someone with its scintillations. 

  2. Lead-of-Yuzha Bombs - Carven marble canisters. Filled with powdered lead-of-yuzha and a “fuse” of pressurised oil which is hypergolic with cold air. The bombs explode for 5d6 when flung at a target, losing 1d6 damage per 10’ of distance from the blast. Those aware the bomb is coming may save for half. 

  3. Combinant Stars - Multimetallic objects resembling gigantic caltrops. When flung, they burst into ~100 caltrops of various metals and materials, which scatter over an area 20’ in radius. 

  4. Stopping Flute - The eerie piping of this instrument paralyses wild animals and makes intelligent beings sluggish and lethargic. 

  5. Glintpoint Darts - Long steel darts tipped with a point of shimmering, shifting radiance. Ignore metal armour, flying through it as if it were air. 

  6. Mirror Shield - Hexagonal metal shield with a brilliant mirror finish. In it, the world is shown shimmering with a subtle, oil-sheen rainbow. With a save, allows the wielder to deflect spells, causing them to hit a random target instead of you. If the total of the save is 20 or higher, the spell is bounced back to the caster. 

Living Stone —Marmoreals take minimum damage from fire and cold, and half damage from weaponry and lightning. They feel nothing from environmental cold. They have no need to breathe, eat or sleep. 




Outlaws 

4HD (20HP), AC10 (Rags), Morale 13 (Hate Life) 

Sometimes, Udvarli who break their taboos, defile their sacred places, or offend the powers above, become these things - frostbitten hands and feet, torn clothing, bone spines protruding from their skin, and eyes filled with concentric rings of rainbow colour.  

No. Appearing: Always Solitary. 

Movement: As a sickly human with bad legs - except, tireless, unslowed by ice, unsleeping. 

Senses: Dull versions of human senses, 

Morality: Evil as fucking hell. Cruel, too - they like to kill people by stealing their warm clothing and watching them freeze. 

Intelligence: As a drunk human being with a head wound, usually.  

Attacks

  • Claw - +5 to Hit, 1d8+2,  +1d6 damage to the unaware or those in a position of disadvantage. 

  • Foul Breath - The Outlaw exhales a horrid black cloud that rapidly expands, filling an area up to 100’ in diameter. It hangs around for a few hours, or a few minutes in high winds. Anyone inside the cloud cannot speak and must save or lose the ability to do anything but try to flee to the edge of the cloud through the shortest route, regardless of danger. No matter the danger, being inside the cloying psychic rot of the cloud is worse. Anyone successfully held in a cloud for an hour or longer must save or turn into another Outlaw. 

Magic: Outlaws are mostly invisible in darkness. If you make eye contact with an Outlaw, you must save, or be paralysed. 

Sun-Hated — Outlaws take 1HD of damage per round of direct exposure to sunlight. 



Outlaws encountered near the ruins of the great temple-city of Citanadi come in groups of 2d6, wear ancient rusted armour that gives them 14AC, and wield spears tipped with sharpened antlers. 



Carven Ivories 

5HD (25HP), AC14 2DR (Bone), Morale 9 (Mad, Shrieking) 

Eerie eidolons left-over from a different time. When the Udvarli were mighty and cruel, they made these things to extend their reach, but now they are humble and peace-loving, and the ivories haunt them - spectres of their mothers’ mothers’ mothers’ sins. A long-limbed humanoid shape made of animal skulls, narwhal ivory and whalebone, bound with sinew. They have a carven-bone face shaped into a grotesque screaming face, and from their shoulders sprout strange wings made of tied branching antlers. 

No. Appearing: 1d3* 

Movement: Inexplicable silent creepy flight, stilted walking, all-fours crawl when speed is needed.

Senses: Excellent sight, dull hearing, no smell, taste or touch. Sense hate, sense fear. 

Morality: Little to none. They were created to be remorseless killers, and, so they are. 

Intelligence: Limited, but cunning, able to lay traps, ambush others, and coordinate with each other. 

Attacks

  • Piercing Claw - +6 to Hit, 1d8+4 Piercing Damage. Max damage or critical hits will either disable a limb or destroy something in the target’s inventory, player’s choice. 

  • Sinew Twist - Target creature saves or becomes unable to attack or run until the Ivory that used this ability has suffered 6 or more damage. 

Magic: The Ivories can perfectly imitate voices they have heard. 

Horrible Shriek — When Initiative is rolled, each present Ivory lets out a nightmarish, ear-splitting, almost electrical shriek. Anyone who can hear it becomes frightened, and cannot approach the Ivories. If you have heard it before, you may save, with a -1 Penalty per Ivory present beyond the first. 

Eidolon — No need to breathe, eat, or sleep. Immune to poison and the cold. 




Shimmershells 

9HD (45HP), AC18 (Thick Chitin), Morale 11 (Tyrannical) 

Crustaceans the size of a wagon with semi-spherical shells, spiny crablike legs and an underside thickly coated in “fur”. They live in their hundreds on the bottom of the Icewrite Sea, but females will make solitary pilgrimages onto land to lay clusters of head-sized eggs on high snowfields. I think “solitary pilgrimage” is maybe too sympathetic of a phrase - believe me, the expectant Shimmershell mothers are not the ones in danger. 

No. Appearing: Always Solitary (but see Zoea). 

Movement: As a very heavy crab. 

Senses: Dim sight, little hearing, excellent sense of taste, no smell, 1000’ radius sense heat

Morality: Territorial, aggressive, swaggering. 

Intelligence: Dim cunning. 

Attacks: 2x Claw then 2x Leg, or Charge

  • Claw - +7 to Hit, 2d6+4 slashing.

  • Leg - +8 to Hit, 2d4+2 piercing. 

  • Charge - A fury of shimmering legs. Target and all next to them must save or be pinned and take 4d8+8 damage. Requires a runup. The Shimmershell will switch to Claws and Legs on pinned targets. 

Shimmering Shell — Beautiful nacreous rainbow. Halve the [sum] of spells targeted against the Shimmershell. It is impossible to judge distance from them in a snowstorm or blinding white noon. 

Eggs — Shimmershell eggs have an inch-thick layer of hard, leathery slime, and on top of that, a coating of protective ice. 

Zoea — Juvenile Shimmershells lack the shimmer, lack the shell, and generally don’t resemble the adults at all. They’re only 1HD and about the size of your face. They have spidery, fuzzy legs, and nasty pinching claws. All they desire is to scuttle back to the Icewrite Sea, where they can begin to grow, but unfortunately, most animals in Yore find them delicious. They move in groups of 10d6 or more, hoping to survive by numbers. Of those who live in or pass through Yore, only the servants of History, and the Udvarli, understand that the “fuzz crabs” are actually juvenile Shimmershells. 



Patient Dreamers 

4HD (20HP), AC16 (Thick Ice), Morale 6 (Prioritise Self-Preservation) 

Ancient Udvarli queens from an earlier chapter of history. In this time, the Udvarli were foes of the Star Spirits that came to Yore, and were worshippers of the Moon. That era is long gone, but ever-dreaming mystics lie entombed in their ice-coffins, suspended at the line between dead and alive by Lunar energies. 

No. Appearing: Always Solitary. 

Movement: Nil. (As human, if thawed out). 

Senses: Can perceive as if scrying anywhere within a mile of their tomb, but otherwise, none. 

Morality: Proud, haughty, occasionally cruel. Have a queen’s detachment. 

Intelligence: As a very well-educated, well-read human. 

Attacks: None, but see below. 

Magic: 4MD | Each Patient Dreamer is a Lunar Astrologer, and knows 2d6 Spell Spirits, who they can invoke anywhere they can perceive around their tomb. 

Ice Coffin - Each Patient Dreamer is sealed in an energy-suffused sarcophagus of ever-melting, ever-freezing, ever-reforming ice. They can voluntarily leave them, but are loath to do so, for they each only have a few weeks of motion and life left to them. They prefer to send forth Oneiroi, or loyal Udvarli warriors. 

Oneiros Conjuror — Every Patient Dreamer is served by up to 10HD of Oneiroi, dream-monsters, born from her own ambitions, nightmares and desires. If these Oneiroi are destroyed, it takes three days of dreaming each to recreate them. They can range as far from her tomb as she desires, but are universally destroyed by Sunlight. 

Ascension — Every Patient Dreamer has 15+1d4 Ascension, if it comes up. Entombed Dreamers cannot gain any more Ascension. 

Dungeon Master - Each Patient Dreamer is ensconced safely at the bottom of a fortified tomb-complex, filled with other monsters, Carven Ivories, Lunar strangeness, hungry dreams, and spike traps. Generally speaking, Early Royal Udvarli queens have 3-floor tombs, Middle Royal Udvarli have 7-floor, and Late Royal Udvarli have 4-floor tombs. 





Oh and, the spirit Winter has a palace in Yore, so of course her handmaidens, the Khiones, can be found there.