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Page 1: Sample file - watermark.rpgnow.comGraphic Design and Art Direction: Scott Jones Cover Art: Jim Daly and Scott Jones Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones,

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Page 2: Sample file - watermark.rpgnow.comGraphic Design and Art Direction: Scott Jones Cover Art: Jim Daly and Scott Jones Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones,

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ECredits

Concept: Aaron de Orive

Writing and Design: Aaron de Orive and Scott Jones

Chapter Fiction: Austen Andrews

Additional Design and Contributions: Chris Archer, Tom Dunne, Owen Hopson, Joseph Kentspeth, Robie Kentspeth, Josh Logan, Zoltan Meszaros, Ezra Smith, Raymond Stewart, Sean Summers, David R. Watson, Eric Willman

Editing: Aaron de Orive and Joel Kinstle

Graphic Design and Art Direction: Scott Jones

Cover Art: Jim Daly and Scott Jones

Interior Art: Joe Fontenot, Jay French, Laura Jennings, Scott Jones, Joseph Kentspeth, Darrin LeBlanc, Denis Loubet, Eric Willman

SHARD System: Aaron de Orive and Scott Jones

Playtesters: Elizabeth Andrews, Kris Andrews, Mark Bennett, Andrew Bowman, Matt Burton, Ryan Busby, Craig Cormier, Jodie Denniston, Lori Diederich, Matt Diederich, Keegan Douberly, Kyle Douberly, Edmund Dupont, Jefferey A. Edwards, Joe Fontenot Jr., Richard Fox, Jesse Griffin, Cale Hawkins, Owen Hopson, Faith Johnson, Kristen Johnson, Chase Kelly, Joseph Kentspeth, Matt Kuffler, Cindy Lackey, Dee-Ann LeBlanc, Josh Logan, Caleb Loose, Denis Loubet, Michael McManus, Zoltan Meszaros, Mike Neel, Steve Pecha, Bob Quinlan, Rox Quinlan, Melissa Rangel, Stephanie Reid, Luray Richmond, Andrew Schultz, Hawk Silverthorn, Ezra Smith, Fred Stanton, Raymond Stewart, Sean Summers, Kendra Swope, Jade Tinnerman, Michelle Watson, Kiai Weidemann, Eric Willman

Special Thanks: Blythe de Orive, Jay French, Joseph Kentspeth, Robie Kentspeth, Zoltan Meszaros, Jim Searcy, and David Wheeler

©2008 Shard Studios™ LLC. SHARD RPG™ Basic Compendium, Dárdünah: World of the False Dawn and related logos, characters, names, and distinctive likenesses thereof are trademarks of Shard

Studios LLC. All rights reserved. Contains original material ©1992 by Aaron de Orive.

The reproduction of material from within this book for the purposes of personal or corporate profit, by photographic, electronic, or other methods of storage and retrieval, is prohibited.

ISBN: 978-0-9802426-0-7Shard Studios VIN: SSD10100. Published in December 2008.

Visit us and join our Community Forum at www shardrpg.com

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3Basic Compendium

ForewordThis has been one of the longest and toughest, yet most creatively enriching roads I have ever traveled

over the last fifteen years. Through all the trials and tribulations there have been two things that have helped drive this amazing project to completion: my ever-burning passion for one of the most unique and inspiring game-worlds I have ever had the pleasure to become a part of; and the amazing devotion and support of my friends and family. It is due to these precious things that you now hold this book in your hands.

My fascination with role-playing games began in 1982, when I saw in those rulebooks, character sheets, and strangely shaped dice the wonderful opportunity to bring to life and participate in an interactive version of those ageless faerie-tales I loved as a child. From my dad I may have gained my stubborn determination and die-hard mentality, but it was Mom who opened my eyes to fantasy and stoked my creative fires. And of course it was that amazing community of gamers I eventually fell in with and befriended that still inspire me to this day! I’d be lost without them.

Those early gaming years were filled with the voracious consumption of all manner of paper RPGs, with every type of rules system and genre you can imagine. And if I didn’t have the time to play something myself, you can bet one of my other gaming friends did. These were great years, and if I ever thought that I’d “grow out” of gaming, I was obviously deluded, because role-playing games are more a part of my life now than they ever were then! It was in 1992, shortly after meeting Aaron, my friend and business partner, that the concept of officially bringing his idea of Dárdünah to life as a paper RPG came into being, a concept that I wholeheartedly fell in love with, just as I had embraced the world of Dárdünah itself while playing in his games. Unable to initially pursue the task himself at the time, Aaron gave me the rights to do it on my own, so I doggedly kept plugging away at the SHARD rules in my spare time.

Fifteen years later, and here we are! In your hands you hold everything you need to introduce yourself to our world: historical fiction, character creation, combat, ritual magic, a list of beasts, and a glossary. It is our most ardent wish that you have as much fun in this world as we have, and that you will continue with us on our journey as we open many more doors into this fantastic realm of Dárdünah, World of the False Dawn.

-Scott Jones, March, 2008

And to think it all started with a desire to make a fantasy setting that was just “a little different” from the rest. When I started playing these games in high school, European medieval fantasy was the name of the game. Come to think of it, it pretty much still is. The profound effect that J.R.R. Tolkien has had on the industry, indeed on fantasy fiction in general, is in evidence all around us in many different forms of media. I have the greatest admiration and respect for the works of Professor Tolkien. He is ultimately the one responsible for this book. Without his imagination, mine might not have been stirred so profoundly.

It is said that an artist is the product of his influences, and I couldn’t agree more. The influence of such artists as Hayao Miyazaki, Frank Herbert, Jim Henson, Alexandre Dumas, Walt Disney, and J.R.R. Tolkien is quite evident in SHARD. It would not exist if not for the imaginations of these incredible creators. If there’s one thing I’ve learned from these master storytellers, it’s that setting is so vitally important. An imaginary world must be a place that we dream about, obsess over, and long to visit time and again. If you feel that way about your fantasy world, chances are others might too, and if you’re lucky, some of them might be amazing creators in their own right.

Thankfully for me, Scott Jones was one of those people. Soon after we were introduced, he joined our gaming group and began playing in the world of Dárdünah. Scott, whose childhood influences were similar to my own, fell in love with the setting. He became one of my most enthusiastic players, eventually adapting the setting for a game of his own. He and his group of players continued to adventure in Dárdünah long after I had abandoned it to pursue other professional interests. Scott continued to develop the setting, adding amazing amounts of content. When he asked me if he could pursue trying to publish the setting as an RPG, I gave him my blessing. I knew that Dárdünah could not have a better champion.

What you hold in your hands is the fruits of that decision. One of the best I’ve ever made, as a matter of fact. We hope you enjoy exploring SHARD. We’ve certainly had a hell of a good time getting it to you.

-Aaron de Orive, March, 2008

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ETable of ContentsCredits ................................................. 2

Foreword ........................................... 3

What is Dárdünah? .................... 7

I. Introduction to Dárdünah ...................................... 8

The Journey Chant ................... 11

The History of the Jánah .... 12The Wandering ........................ 12The Age of Splendor ............... 13The Thousand Years

of Darkness .......................... 13The Time of Enlightenment ... 14The Heroic Age ......................... 14

The Twilight Wars ................. 15 The Age of the Jánah ......... 24

The Present ........................... 26

Dárdünah at a Glance ............ 26The Jánah .................................. 28Social Hierarchy ....................... 29

House Structure ..................... 29

II. The Basics ............................. 30

Attributes .................................... 31Animal Abilities ....................... 31Characteristics ......................... 31Talents ....................................... 31Skills ......................................... 31Advantages ............................... 31Drawbacks ................................ 31

The Dice ....................................... 32Action Dice ............................... 32Dice Rolls .................................. 32

Opposed Rolls ....................... 32Rolling Sixes (Optional Rule) ... 33Failing Actions ....................... 33Fumble (Optional Rule) ......... 33Successive Attempts ................ 33

Modifiers .................................. 34Difficulty Modifiers ............... 34Bonus Modifiers .................... 34

Levels of Success ........................ 35Special Rolls .............................. 36

0 Default Roll ......................... 36Unskilled Roll ....................... 36Crippled Penalty Roll ............ 37Characteristic Roll ................. 37

Time Measurement ................. 38Skill Performance Time .......... 38

Multiple Actions .................... 38

Extra Time ............................. 39Rushing an Action .................. 39

Other Modifiers ....................... 39Assistance ............................. 39

Role-Playing Bonuses ............. 40

Travel ............................................. 41

Campaign Types ........................ 41Serving a Lord ........................... 41Free Traders and Corsairs ...... 41Secret Societies ......................... 41War Has Come .......................... 42Thieves and Assassins ............... 42Peasants to Heroes .................... 42Explorers of the Past ............... 42Outcast Travelers ..................... 42Survivors of Destruction ......... 42

Being a Gamemaster ................ 43

III. Character Creation ........ 44

Overview ..................................... 45

Power Level ................................. 45Low Power Level ....................... 46Talented Power Level ............... 46Heroic Power Level .................. 46Legendary Power Level ............ 46Mixed Power Level ................... 46Maximum Attribute

Ranking .............................. 46Base Character Points ............ 46Maximum Drawback Points ... 47

Step 1: Character Concept ..... 47

Step 2: Pick YourAnimal Template ............... 47

Step 3: Rank YourCharacteristics andAnimal Abilities ................. 48

Step 4: Choose Your Talents,Profession, and Skills ........ 48

Step 5: Determine YourAdvantages andDrawbacks ............................ 48

Step 6: Create YourBackstory .............................. 48

Story Points ................................ 49

Animal Templates .................... 49Paksin ....................................... 52

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5Basic Compendium

Sarpah ...................................... 65Vajrah ....................................... 78

Characteristics .......................... 99Strength ................................... 99Vigor ....................................... 100Agility ..................................... 100Dexterity ................................ 100Essence ................................... 100Perception .............................. 100Wit .......................................... 100Will ......................................... 100Presence ................................. 100

Animal Abilities ..................... 101Raising Animal Abilities ...... 103Animal Ability

Descriptions ..................... 103

Talents ........................................ 111Talent Descriptions ............... 112

Professions ................................ 116Caste ........................................ 116Profession Templates ............ 117Outcaste Professions ............. 118Low Caste Professions ........... 120Trade Caste Professions ........ 124High Caste Professions .......... 134Holy Caste Professions .......... 142

Skills ............................................ 147General Skills &

Specialization ................... 147Raising Skills In-Game .......... 147Learning New Skills

In-Game ............................ 148Basic Starting Skills ............... 148Creating New Skills ............... 150Referencing the Skill List ..... 150Skill Descriptions .................. 150

Advantages ............................... 184Adding or Losing

Advantages ....................... 184Advantage Descriptions ....... 185

Drawbacks ................................ 191How Drawbacks Work ......... 191What Qualifies as a

Drawback? ........................ 192Adjusting or Losing

Drawbacks ........................ 193Drawback Descriptions ........ 193

Creating Your Backstory ... 205

Filling Out theCharacter Sheet ................. 207

IV. Combat .................................... 210

What Makes SHARDCombat Different? ........... 211

Some Basic Terms ................... 211

The Combat Round ............... 212Step 1: Determine Individual

Initiative ........................... 212Step 2: Determine Number

of Combat Actions ........... 212Step 3: Play the Combat

Round ............................... 213

Combat Basics ......................... 214Fumbles During Combat

(Optional Rule) ................ 215Rolling Sixes (Optional

Rule) .................................. 215

The Maneuver LocationTable (Martial Arts) .......... 217

Maneuver Location Effects ... 217

The Three Types ofCombat in SHARD .......... 218

Skills in Combat ...................... 220Enhancement Skills .............. 220Miscellaneous Skill Use ......... 221

Movement ................................ 221General Movement ............... 221Movement Abilities .............. 222

Other Combat Factors .......... 222Surprise Attacks .................... 222Blind Fighting ....................... 223The Effect of Talents .............. 223Range Modifiers .................... 223

Defense ...................................... 224Evade Skill .............................. 224Primary Combat Ability ...... 224

Taking Damage ....................... 224Determining Combat

Damage ............................. 224Deadly Combat Damage

(Optional Rule)................ 225Simplified Combat Damage

(Optional Rule) ................ 225Armor Benefits ...................... 225Generic Damage Types ........ 226As Stamina Begins to Drop ... 227Stamina Loss at Zero

or Below ............................ 227Damage Summary ................. 227

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EArmor Types ............................ 228

Weapons of Dárdünah .......... 230Weapon Types ........................ 230Weapon Ratings ..................... 230Weapon Descriptions ............ 231

Other Types of Damage ........ 238Falling Damage ...................... 238Burn Damage (fire,

heat, or acid) ...................... 239Lightning Damage ................. 239Poison Damage ...................... 240Deprivation Damage ............. 240Explosive Damage .................. 242Exposure Damage .................. 243Illness Damage (Physical

and Mental) ....................... 244

Recovering Lost Staminaand Characteristics ........... 244

Simplified and MassCombat ................................. 245

Ship-to-Ship Combat(Skyships and WaterVessels) .................................. 245

Types of Ships .......................... 246Engaging the Enemy .............. 247

V. Ritual Magic ............................ 252

Being a Sir’hibas ...................... 253

The Basics of Magic ................ 253Magic Rituals .......................... 253Roleplaying Magic ................. 253

Performing a Ritual ............... 254Step 1: Preparing the Ritual ... 254Step 2: Initiating the Ritual ... 254Step 3: Controlling

the Magic ........................... 254Step 4: Concluding

the Ritual ........................... 257Imagination Is Key ................. 258Magical Combat ..................... 258An Example of Combat

Within the Dream ............ 262

Sir’hibasi in Society ................ 264

Basic Mystic Concepts ........... 264The Duháma .......................... 265Prána ....................................... 265The Dream .............................. 265The Web of Life ....................... 266The Great Cycle ...................... 267Demons, Spirits, and

Elementals ........................ 267Affecting the Real World .... 269

The Four Types ofRitual Magic ........................ 269Healing ................................... 269Dreamwalking ....................... 273Endowment ............................ 277Summoning ........................... 281

VI. Bestiary ................................... 290

VII. Dárdünah Glossary ....... 310

VIII. Appendices ...................... 320

A Dárdüni PronunciationGuide ...................................... 321

Jenu-based Dialects ................ 321

A Quick CombatSummary Sheet ................... 322

Using the NPC CombatTracking Sheet ..................... 325

Special Abilities forCharacters ............................. 325

Creating New AnimalTemplates .............................. 326

Map of Dárdünah .................... 331

Index ................................................. 332

Blank Item List ....................................... 346

Blank Character Sheet .............................. 347

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7Basic Compendium

What is Dárdünah?The SHARD RPG introduces the world of Dárdünah

(pronounced DAHR-doo-nah), an exciting new realm of heroic fantasy and adventure. You won’t find the standard fantasy fare in these pages; there are no elves, trolls, dwarves, knights, or even dragons. The world is rather different from typical European fantasy settings. Dárdünah’s time period is not strictly medieval, and the setting draws its flavor from Eastern rather than Western cultures. Further, it is not set on an alternate version of Earth. In fact, there are no humans on Dárdünah.

The tone of the setting can best be described as Asian heroic fantasy with a strong cloak-and-dagger influence, all set on an alien world. Using films and novels as a reference, if you mixed the adventure and romance elements of The Three Musketeers, the Byzantine political intrigue of Dune, the martial arts combat of Crouching Tiger, Hidden Dragon, the sets and costumes of any version of Tales of the Arabian Nights, and the world visuals of The Dark Crystal, you would get a pretty good idea of what it’s all about.

The Shard RPG features anthro pomorphic animals (which we have chosen to call Zoics) as the character races. Human-like animals have always been popular in myth and legend. We seem drawn to them, and for good reason. They are visually striking, culturally iconic, and incredibly diverse. Further, they offer a wonderful opportunity for role-playing. Many Asian and Middle-

Eastern stories feature anthropomorphic animals, so naturally they became the obvious choice to inhabit a fantasy world inspired by such stories. Add to this an alien, other-dimensional planet, complete with its own unique flora and fauna, and it’ll become apparent soon after your first visit that you’re definitely not in Kansas anymore.

Of course, there is also magic. On Dárdünah, magic is powerful yet subtle, and always cinematic and moody. Rather than imagin ing pyrotechnic wand-wagging wizards who memorize the contents of spell books, visualize instead the somber atmosphere of elaborate rituals performed in dark ened crystal chambers. Chanting, drumming, rhythmic music, tattooing, and graceful dancing are all elements of Dárdüni magic. Sorcerers work their craft on a mystical dream plane, where they are the absolute masters of their environment. Magic and religion play a very impor tant role in the cultures of Dárdünah and touch all aspects of life in some way.

It is our hope that you enjoy adventuring in the world of the SHARD RPG. You will brave glowing clouds aboard magnificent skyships threatened by destructive storms and the ruthless Crystal Corsairs. You will defend your lineage and honor against spies and slavers. You will face deadly assassins and duel with honor guards in the Spiral Arena. You will Dreamwalk with eerie sorcerers and battle alien demons. And all the while, the Devah, the ancient Dárdüni gods, will look down from the Edge of Heaven and judge your actions, so make them count!

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8

I. Introduction to Dárdünah

Dwarfed by a yellowing planet, the zoological ship Naga Sena was a bone-white speck in high orbit. Like a spider on a strand it moved patiently, not heavy enough to be swift, too bulbous for a rapid course change. The research vessel was built from a standard inter-orbital freighter, unremarkable but for one external engine that looked bulky and outlandish. The engine had never been fired.

Out of the planet’s burnt clouds rose a pattern of flickers: cutter ships, perhaps a dozen, punching through the upper atmosphere. Each was smaller than the scientific vessel, but infinitely faster and fitted for combat.

On the Naga Sena’s bridge, Krishna Marati watched them on the central hologram. He clicked open the intercom. “They’ve launched. We have to decide.”

Inside the freighter’s enormous research pod, a membrane of transparent polymer separated Kramah from the beast. They stood close, their faces less than a foot apart. If the membrane could be torn, thought Kramah, one quick bite would shear flesh from skull. But the polymer was impenetrable. The animal enclosure was secure. They could touch at no point, except one: Their eyes met.

He felt a challenge from the creature. They were kindred, two apex predators. Yet he sensed more, had sensed it as soon as the treatments began. The beast had thoughts, complex and probing, that danced behind its eyes like wind behind a tree. It was a female, this one. Furtive, inquisitive. And why did she seem so nervous?

Kramah flicked his tail anxiously. Human was the name he had given these bony creatures who kept him here. He could feed on them, if he were outside the membrane. Yet he would not. They might, instead, strike

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9

Chapter I: Introdu

ction to D

árdünah

a common language. He would seek answers.After a pause, he asked what troubled her. His

warm breath gathered on the membrane.

Chun Yin flinched at the growls from the lion. The deep, inhuman sounds repulsed her at a primal level, and yet they were unmistakably words. She blinked with wonder. Marati’s genetic treatments had been a success. Humanlike language and sapience conferred to nonhuman species. An entirely new metaphysic.

Its name was Kramah, this massive creature behind the polymer window. She could not know its thunderous language, but its eyes touched hers, lit by thoughtful curiosity. Through a nearby membrane watched a rust-colored fox that Marati had named Krilárah. Yin recognized a similar awareness in the vixen’s gaze. These two were the first animals to be treated, Marati’s favorites, but the research pod comprised thousands of such enclosures, each a customized environment for dozens of species. Each the birthplace of new thoughts, new intelligence. Perhaps uplifted souls?

“Corporate Security ships are coming, Yin,” Marati repeated over the intercom. “Do we fire the engine?”

She nodded at the lion in the enclosure. The being tilted its great head, trying to understand. “Start it,” said Yin to her husband.

She met him on the bridge, standing by the tactical hologram. “Cutters,” she murmured. “They have a viral lock on us.”

“We can still surrender. The Corporate Judiciary won’t execute us.”

“Kramah spoke to me.” She took his arm. “We can’t let them die. We need to escape.”

“Thank you.” A red signal flashed on the tactical readout. A hundred pinpoint lights began to circle the ship. Marati clenched a fist. “Nuclear drones. We started too late. The initiation sequence won’t finish.”

Yin brought up a holographic interface and streaked through its displays. Outside the ship, the experimental engine gleamed and shuddered and struck to life. The bridge roared and quaked. “Now it will.”

“Corporate Security to research orbiter Naga Sena,” clamored a voice from the lead warship. “You are accused of misappropriation of company

resources. Surrender your vessel. We are authorized to use warheads if risk of decontainment is imminent.”

“They won’t take a kill shot until we redline their energy scanners. They’ll hide behind protocol. They’re afraid.” They knew as well as she that a direct nuclear hit on an experimental FTL engine might generate a radioactive belt that could rain on the planet for decades. Yin’s new hyperdrive posed no such threat, but she did not intend to show them the math. She hoped the bluff held.

One of the drones broke formation and drew within miles of the Naga Sena. The display cascaded with warnings an instant before the missile exploded. The shockwave hammered the ship. Marati called out, “EMP shield intact. How many near-hits can it take?”

“Just one more will give us enough time!” said Yin, praying she was right.

Kramah knelt, to brace against the shaking ground. A terrible groan erupted from the walls and the air. Now he understood why the human was nervous -- she foresaw this rising cataclysm. Did she have any power against it? Did she have the courage to fight it? His mighty claws raked the ground. He called out with his loudest roar, beseeching her to act.

The bridge erupted with light when the hyperdrive engaged. Chun Yin and Krishna Marati clasped hands and held them close. They could do little more as the engine threw open the veil between universes, and the ship flung into a crystalline void like a streak of light entering a prism – piercing the dark; plucked apart; made pure. Their last sound was a wordless gasp, before their bodies lost focus and meaning.

The enclosure shattered around Kramah, or perhaps it was Kramah who shattered. He spread his legs to steady himself but the air was different now, distorted, and his limbs looked like images on a rippled pond. There was nowhere to stand, nothing to cling to. He curled upon himself and breathed, simply breathed, while the world became a cascade of hard crystals; he was tumbled, reflected, cast from facet to facet and shone through arcane strata, until like a beam of sunlight he fell upon the ground.

He panted. Dust leapt from the dry earth, stinging his eyes. Through tears he saw a landscape

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EChapter I: Introduction to Dárdünah

unlike anything his enclosure had simulated. Here were trees of impossible height, aglitter with insects like jewels; waves of grass with blades of a thousand colors; giant spears of crystal thrust from the rolling earth; twin suns setting high clouds ablaze. The warm wind tasted raw and exotic.

Movement nearby caught his predator’s eyes. A creature stirred in the grass. It was the being from the adjacent cage, the russet-coated fox with a watchful face. But it was different now, larger; and as it stood he recognized its new shape as that of the human female. She swayed upon two long legs, clung to herself with thin arms, lustrous fur nudged by the breeze. Her large eyes met his. No polymer membranes separated them, yet

she showed no fear of him. Instead she looked mystified. Helpless.

Other animals woke in the distance and stood for the first time on two legs.

Kramah looked at his own body and saw the figure of a human male, but larger and stronger, clawed and furred. He had his own tail and his own head and mane. And his own thoughts. There was no sign of the two humans now; the animals must care for themselves. But he would not hunt his fellows. He would strike a common language. He would seek answers.

Gently he reached his new hand toward the fox…and spoke.

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11

Chapter I: Introdu

ction to D

árdünah

Basic Compendium

The Journey ChantDarkness begins and Darkness ends,

Light is the Purifier, the Great Flowing Sea, The Breath of the Gods.

Shine Forth.

Dárdünah, the World, is without gods, It is without children, tears or song.

No one weeps for its dust.Silence.

Mahitáytah, the Great Father, comes,Mahiámbah, the Great Mother, comes,

Riding their fiery chariot, rejoice.Sing Aloud.

The Edge of Heaven splits open,The Providers and Protectors come,

They bring Their children.Rejoice Aloud.

Darkness They escape, rejoice,The Great Devourer They elude,

It consumes the Universe.Mourn.

The Devourer is the End, The End for all things,

It consumes Light, Love, Song.Silence.

Mahiámbah, Great Mother, sings,The Path of Dreams She takes,

She gives Dárdünah love and children.Weep.

Mahitáytah, Great Father, dances, He shapes Light and Warmth,

He sets the twin crystals in Heaven.Look and Rejoice.

The greater crystal is Lokáynü,It shines bright and warm upon children,Lokáynü is the second light of Dárdünah.

See and Sing.

The lesser crystal is Edü,It shines softly upon children,

Edü is the first light of Dárdünah.See and Sing.

Light purifies and prepares the way,For the children of Great Father,For the children of Great Mother.

Look.

Upon Dárdünah They place Their children,Dárdünah is hid from the Devourer,Now it has gods, song and children.

Weep and Rejoice.

**********Great Father and Mother dance in Heaven,

Heaven is Light, Dárdünah is far,The children touch Dárdünah,

It gives them stance.Feel and Rejoice.

Great Father and Mother’s forms are many,Heaven is Light, Dárdünah is far,

Great Mother pours the Water of Heaven,The children have many forms.

Look and Rejoice.

The Water of Heaven is without form,Heaven is Light, Dárdünah is far,

Great Father has many forms,The children have many forms.

See and Sing.

Water of Heaven flows from the Sea Salán,Heaven is Light, Dárdünah is far,The children receive the Water,

The children are the Jánah, shaped by Salán.Rejoice.

The Jánah touch Dárdünah, it is far,Heaven is Light, Dárdünah is far,

They see Great Father and Mother,They have no song, no words.

Silence.

They cannot dance, cannot sing,Heaven is Light, Dárdünah is far,

They cannot give Song to the Gods,Tears are their only song, only love.

Weep.

Mahiámbah weeps, Dárdünah is silent,Heaven is Light, Dárdünah is far,

She sings the Jánah to sleep,No love, no song, no words.

Silence.

She rides the Dreams, Dárdünah is silent,Heaven is Light, Dárdünah is far,She takes the Flute from Heaven,She takes the Music of Heaven.

Weep.

Mahitáytah, is angered, Heaven is silent,Heaven is Light, Dárdünah is far,

The Flute of Heaven is gone,The Music of Heaven is gone.

Listen.

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EChapter I: Introduction to Dárdünah

Great Mother hides the Flute,Heaven is Light, Dárdünah is far,In the bodies of the Jánah, awake,

Music is theirs, they have song.Listen and Rejoice.

She teaches them the Song of Heaven,Heaven is Light, Dárdünah is far,

The music of Life, Dárdünah sings,Jánah sing to Heaven, listen.

Sing and Rejoice.

Great Father hears the music,Heaven is Light, Dárdünah is far,Dárdünah sings to Heaven, listen,Great Father dances to the Music.

Sing and Rejoice.

Dárdünah awakens, it sings,Heaven is Light, Dárdünah is far,

The Voice of Dárdünah is the Jánah,The Jánah are Dárdünah’s song, listen.

Sing.

Great Father weeps Fire on Dárdünah,Heaven is Light, Dárdünah is far,

He dances to the Music,He gives the Jánah Fire.

Look and Rejoice.

Great Father shapes the crystals,Heaven is Light, Dárdünah is far,

He teaches the Jánah Craft, He gives them Fire and Craft.

See and Rejoice.

The Jánah craft, they create as the gods,Heaven is Light, Dárdünah is far,

To Great Father and Great Mother they sing, They have words, song, fire, craft, love.

Sing and Amen.

The History of the Jánah I am Buvérah, Master Historian at the Academy

of Nilám in Hanálu. At the request of my esteemed colleague Atáj of the Line of Sáthyaram, and for the glory of our isvar, His August Majesty Püntama the Sixteenth, I have endeavored to write a treatise concerning the history of our people, the jánah. So it is on this twenty-fifth day of Nandáthu, at the height of the Kramahn Games, in the one thousandth and seventh cycle after the Wars of Twilight, that I put pen to parchment to record these words.

I find this a most worthy endeavor, for history provides us with a tapestry of wisdom. Woven in its threads, we find both victories and failures. By studying these events, we gain insights that allow us to weave a brighter future. It is my most fervent wish that other disciples of the Scholar’s Way can unravel this tapestry and find the deeper understanding that will strengthen and empower many future generations. So, with great humility, I present to you now the Six Great Ages of the Jánah.

The WanderingMuch of our early history must be gleaned from

the pages of the Partakám, the holiest text of the Mahist faith. There are some scholars who claim that most of what is contained therein falls into the realm of myth. I happen to be of the opinion that history is simply myth that scholars have all agreed to believe. There is a great deal of wisdom in the revered pages of the Partakám, and I urge all serious students of history to carefully study its pages, for reason and faith are brothers, not foes.

The Partakám’s Journey Chant tells of the flight of the Great Father and Mother from the Devourer, known as the Darkness Without End. It tells of Their escape along the Path of Dreams in Their fiery chariot, and reveals how They tore asunder the Veils of Heaven in search of a sanctuary for Their children, the firstborn and ageless Devah, and the mortal jánah. Arriving beyond the Edge of Heaven, the Great Father set the twin crystal suns in the sky, revealing the world of Dárdünah, the Dust No One Weeps For. Upon its

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