Thursday, August 29, 2024

Simurgh - Forgotten Realms Lore


During my travels across the vast and varied lands of Toril, few places have captivated my attention as deeply as Zakhara, the Land of Fate. This distant peninsula, isolated by the treacherous World Pillar Mountains and surrounded by pirate-infested seas, is a land steeped in mystery and ancient power. The very air in Zakhara carries a sense of the arcane, a whisper of secrets long hidden within its deserts, oases, and mountains. As I ventured south, far beyond the familiar territories of Faerûn, I found myself in a world where the boundaries between the mundane and the mystical blur, where powerful genies meddle in the affairs of mortals, and where the exotic magic practiced by the sha'irs defies all conventional understanding.

Zakhara is a land of contrasts. Its deserts, vast and unyielding, stretch out like an endless sea of sand, punctuated by lush oases that provide a stark contrast to the harsh environment. These oases are not merely places of respite; they are vibrant ecosystems, teeming with life. Palm trees sway gently in the warm breeze, their fronds rustling softly above pools of crystal-clear water. The flora of these oases is a testament to the resilience of life in Zakhara, with date palms, fig trees, and tamarisk bushes thriving alongside colorful flowers that bloom even in the most arid conditions. The fauna, too, is uniquely adapted to the desert's extremes, with gazelles and oryxes grazing in the cool shade, while hawks and eagles soar above, ever watchful for their next meal.

But it is in the hill country of Zakhara that I found the most profound connection to the land. Here, the terrain shifts from the barren desert to rolling hills covered in verdant greenery. These hills are dotted with groves of olive and pomegranate trees, their fruit ripening under the warm sun, and wild herbs such as rosemary, thyme, and lavender grow in abundance, filling the air with their heady scents. The hills are home to a variety of creatures, from the elusive Zakhara lynx to the graceful mountain goats that navigate the rocky slopes with ease. Raptors like hawks and eagles are a common sight, their keen eyes scanning the ground below for prey. It is a land where the natural world thrives, largely untouched by the encroachment of civilization.

The people of Zakhara are as diverse and complex as the land they inhabit. The Zakharans, with their brown skin, dark hair, and relatively small stature, are a proud and cultured people, steeped in the traditions of Enlightenment. They consider themselves more civilized than the rest of the world, a belief reflected in their interactions with outsiders, whom they often view as barbarians. This cultural pride is perhaps most evident in their capital, Huzuz, the City of Delights, where the Grand Caliph rules from his palace, overseeing a theocracy that blends governance with spiritual authority.

Despite their isolation, the Zakharans are not entirely cut off from the rest of Toril. Traders from Faerûn, driven by the allure of Zakhara's exotic goods and magics, brave the dangerous journey to the Land of Fate. These traders often speak of demon-infested cities and godless sorcerers, tales that only add to the mystique of this distant land. However, only a few Zakharans venture beyond their homeland, and those who do are typically found in the far south of Faerûn, mingling with the peoples of Calimshan and the Bedine.

It was in this remote hill country that I encountered one of Zakhara's most legendary creatures: the Simurgh. My journey to this distant land was driven by tales of the ancient bird, a being steeped in both myth and reverence, its wisdom said to rival that of even the most learned scholars. It was not curiosity alone that led me here, but a deep-seated need to understand the bond between this creature and the land it so fiercely protects.

As I traversed the rocky paths, surrounded by groves of olive and pomegranate trees, the air thick with the scent of wild herbs, I felt a presence unlike any other. The wind carried with it a faint, melodic sound—an ethereal whisper that seemed to beckon me deeper into the wilderness. It was as if the very air itself was alive, guiding me toward something ancient and powerful. My path led me to a secluded valley, cradled between towering peaks, where the sky seemed to touch the earth. It was here that I first saw the Simurgh.

The creature was magnificent beyond description, its feathers shimmering in the sunlight, each plume reflecting a different metallic hue—copper, gold, and silver, mingling in a display of otherworldly beauty. Its wings, two pairs of them, stretched wide, casting a shadow over the land, while its eyes, human-like and filled with a deep, knowing wisdom, gazed directly at me. There was no fear in those eyes, only a profound sense of peace and understanding.

Yet, as I approached, the Simurgh seemed to sense something within me—perhaps the burden of the knowledge I carry, or the weight of the countless tomes I have studied in Candlekeep. Whatever it was, the creature tilted its head slightly, then, with a grace that belied its immense size, it began to ascend into the sky. The metallic shimmer of its feathers caught the light, and for a brief moment, it appeared as though the sun itself was rising from the valley.

I knew then that the Simurgh did not trust me—not yet, at least. The creature, despite its ancient wisdom, or perhaps because of it, was wary of my presence. It did not speak to me directly, as I had hoped. Instead, it communicated with the countless birds that accompanied it, a vast and diverse flock that seemed to follow the Simurgh as if it were their king. The air was filled with the sound of their calls, a symphony of chirps, squawks, and whistles that I could not fully comprehend. I tried to listen, to understand their meaning, but the language of birds is subtle, filled with nuances that eluded even my trained ear.

As the Simurgh soared higher, its wings cutting through the air with a power that sent gusts of wind rushing through the valley, I called out to the flock, speaking in the language of the air elementals—a tongue I had learned during my early studies. "I mean no harm," I said, my voice carried on the wind. "I seek only to learn, to understand the bond you share with this land."

The birds responded, though their words were cryptic. They spoke of the Simurgh as a guardian, a protector of the balance between the earth and sky, between life and death. They told me that the Simurgh was older than the mountains, older than the rivers that carved their way through the land. It had seen empires rise and fall, had watched as mortals waged their petty wars, always from a distance, always maintaining the balance.

But they also spoke of a deep sadness, a weariness that had settled into the Simurgh’s heart over the centuries. The creature had grown tired of the greed and destruction it had witnessed, of the endless cycle of birth and death that seemed to bring more pain than joy. The Simurgh had withdrawn from the world, retreating to the highest peaks, where it could be alone with its thoughts, far from the reach of mortals.

As I listened, I realized that the Simurgh did not trust me because it had been betrayed before—by those who sought its feathers, its eggs, and its power. Too many had come before me with promises of peace, only to reveal their true intentions once the creature had let down its guard. The Simurgh had learned to be cautious, to protect itself from those who would exploit its gifts for their own gain.

I watched as the Simurgh flew higher, the light of the sun catching on its feathers one last time before it disappeared into the clouds. The birds that had accompanied it lingered for a moment, circling above me, as if trying to decide whether I was friend or foe. I spoke to them once more, in the language of the air, and this time, I asked them to deliver a message to their king.

"Tell the Simurgh that I will return," I said. "Not to take, but to give. I will bring knowledge, not weapons. I will bring peace, not war. And perhaps, in time, the Simurgh will see that not all mortals are to be feared."

The birds seemed to consider my words before they too took to the sky, following their king into the heavens. I remained in the valley for some time, pondering what I had learned and what I still had yet to understand.

The Simurgh, first described in the Monstrous Compendium Al-Qadim Appendix in 1992, remains one of the most fascinating creatures to emerge from the lands of Zakhara. Known as the "King of Birds," the Simurgh is a gargantuan avian creature with a wingspan of twenty feet, two pairs of golden wings, and a human face—features that evoke both awe and mystery. Its feathers, a metallic orange hue, shimmer with otherworldly light, adding to its majestic appearance. The Simurgh's long tail feathers, which can spread into a dazzling fan, are a symbol of its beauty and power, capable of mesmerizing all who behold them.

In its original 2nd Edition form, the Simurgh was a solitary creature, found only in the warm hills and mountains of Zakhara. It was a being of immense intelligence, with a Genius-level intellect (17-18), capable of communicating with all birds and air creatures, including air elementals and sakina. The Simurgh’s alignment was always lawful good, and it was known to aid and protect those who followed a similar path. Despite its formidable physical abilities, the Simurgh was a pacifist at heart, avoiding combat whenever possible, preferring instead to use its dazzling tail feathers to hypnotize and disarm potential threats.

The creature's combat abilities, while rarely used, were still formidable. With an Armor Class of 1, a movement speed of 3, and a flight speed of 48, the Simurgh could traverse the skies with ease. It had 10+10 Hit Dice, a THAC0 of 11, and could attack twice per round with its razor-sharp wing buffets, each dealing 2-16 points of damage. However, the Simurgh’s true power lay in its spell-like abilities. At will, it could cast detect invisibility, know alignment, infravision, shapechange (into a small bird or human), and speak with animals/monsters (birds and avian creatures only). These abilities, combined with its hypnotic tail display, made the Simurgh a creature to be respected and revered, rather than feared.

The ecology and societal behaviors of the Simurgh further emphasize its role as a guardian of the natural world. Simurghs are solitary creatures, with about 65% being female. They are often accompanied by a court of birds, which might include everything from small songbirds to giant eagles and even rocs. These courts, however, are rarely seen near human habitation, as the Simurgh prefers the solitude of the mountains and hills. Mating occurs only once every six years, with the pair retreating to a secluded mountain cavern to raise their young. The young Simurghs, while helpless, still possess the dazzling tail ability, making them a sight to behold even in their infancy.

The Simurgh’s lack of interest in material wealth sets it apart from many other creatures of its power level. It keeps no treasure, and its true value lies in its feathers, which, if freely given, are imbued with potent magic. A single feather can radiate continual light and hypnotize all who see it, and it is a crucial ingredient in the creation of a potion of rainbow hues or a robe of scintillating colors. These feathers can also be used to inscribe scrolls for spells like color spray, hypnotic pattern, prismatic spray, prismatic wall, and prismatic sphere.

Adapting the Simurgh to the 5th Edition ruleset required maintaining the creature’s core characteristics while updating its abilities to fit the modern game. The Simurgh remains a gargantuan celestial, with an Armor Class of 20 and nearly 400 hit points, reflecting its resilience and divine nature. Its spellcasting abilities have been preserved and expanded, allowing it to cast powerful spells like prismatic spray and prismatic wall. The hypnotic tail display has been adapted into a feature called Hypnotic Display, which forces all who gaze upon it to make a saving throw or be charmed and incapacitated.

The Simurgh’s role as a guardian is emphasized through its legendary and lair actions, which allow it to influence its environment and protect its territory. In its lair, typically a secluded mountain cavern, the Simurgh can call upon the natural world to heal its allies or restrain its enemies, reinforcing its connection to the land it so deeply cherishes.

The Simurgh’s presence in any campaign is not merely as a powerful creature to be defeated, but as a guardian and guide. It offers players a glimpse into the deeper mysteries of the world, serving as a symbol of the balance between the celestial and the natural, between the need for protection and the desire for peace. To encounter a Simurgh is to engage with a piece of the world’s ancient past, to stand in the presence of a creature that has seen the rise and fall of empires, and to perhaps gain insight into the deeper workings of the universe.

(full 5E stat sheet available for patrons and channel members on my discord channel)

Saturday, August 24, 2024

Cosmo-knights and Cyber-Knights - Rifts RPG Lore


Entry of Stellar-Knight Astrid Valoran, Guardian of the Three Galaxies, Record #75692
"It is a rare day when reports filter through the channels of Phase World that pique both my curiosity and my sense of duty. Today is such a day. Rumors have surfaced of visitors from a far-flung and chaotic world—Rifts Earth. This world, where magic and technology entwine in a chaotic dance, has always been a source of fascination and concern for the Cosmic Forge. It is a place where the boundaries between dimensions are fragile, allowing the improbable and the impossible to flourish. Among these travelers, there is one whose presence I cannot ignore: a Cyber-Knight.
The Cyber-Knights of Rifts Earth are legendary even within the far reaches of the Three Galaxies. They are warriors bound by a code of honor, wielders of psi-swords forged from their very will, and defenders of the weak. They are the embodiment of justice on a world where such ideals are often trampled underfoot by the ravages of war and the chaos of rifts. But this particular knight—this lone traveler from a world torn by dimensional upheaval—may be facing a challenge far greater than any they have ever known. The call of the Cosmic Forge.
The Cosmic Forge is not merely a source of power; it is the very essence of creation, the heartbeat of the multiverse itself. It is the forge from which the Cosmo-Knights draw their strength, the crucible in which our souls are tested and tempered. For one to hear its call is a moment of profound significance, a harbinger of transformation that few beings in any galaxy can comprehend, let alone resist.
But what does the Forge see in this Cyber-Knight? What potential lies within this warrior of a dying Earth that might draw the attention of the Cosmic Forge itself? It is not for me to question the will of the Forge, but I cannot help but ponder the implications. A Cyber-Knight is already a paragon of justice, a defender of the innocent—but the path to becoming a Cosmo-Knight is one that transcends even these lofty ideals. It is a journey that requires more than just strength or honor; it demands the willingness to surrender oneself completely to the greater good, to become an instrument of the universe itself.
My investigation begins here, in the heart of Phase World, where the intergalactic marketplace hums with the activity of countless species, each with its own motives, ambitions, and secrets. Among them, this Cyber-Knight moves with purpose, seemingly unaware of the cosmic forces that may soon converge upon them. I must approach with care, for the path ahead is fraught with challenges, both for them and for me.
My first task is to observe, to understand who this knight is, and to discern the nature of the call they might be hearing. Is it the Cosmic Forge reaching out across the stars to guide a new champion into its fold? Or is it merely the echoes of their own inner turmoil, amplified by the strange energies of Phase World? Only time will tell, but one thing is certain: this encounter could reshape the destiny of more than just one warrior.
I must tread carefully, for the stakes are higher than they may seem. The integration of a Cyber-Knight into the ranks of the Cosmo-Knights would not be a simple matter of power or ability—it would be a merging of philosophies, a union of two noble orders. It could bring about a new era of cooperation between Rifts Earth and the Three Galaxies, or it could lead to unforeseen consequences that even the Forge cannot predict.
For now, I watch and wait, a guardian in the shadows, ready to step forward when the time is right. The path of the Cosmo-Knight is not one I will offer lightly, but if this Cyber-Knight is truly hearing the call, then the universe may soon have a new champion—one who bridges the gap between worlds and brings with them the hope of a brighter tomorrow."

Personal Log of Sir Aric Dorian, Cyber-Knight of the Order, Record #01437
"The thunderous roar of the Coalition's incoming strike still echoes in my ears. I can feel the earth trembling beneath my boots, the ground itself recoiling in fear as the tactical nuke draws closer. There is no time to mourn my fallen mount, Vala, a noble raptor who served me faithfully through the hellscapes of Florida and beyond. Her death was as swift as it was brutal, brought down by a soulless red model cyborg, a mercenary with no allegiance other than to the Coalition's blood-stained credits.
The Pecos Empire border has become a war zone, a no-man's land where honor and morality have long since withered under the relentless advance of Coalition forces. I can hear the cries of the desperate and the dying, see the flashes of plasma fire and the crumbling remnants of what was once a stronghold of resistance. But there is no victory here, only survival. And even that, it seems, is slipping through my fingers.
The portal appeared out of nowhere, a shimmering anomaly in the chaos of battle. I don't know what compelled me to leap through it—perhaps it was instinct, or perhaps some deeper sense, honed by years of fighting on the frontlines. I could see what lay on the other side, a world bathed in strange light, and in that split second, it seemed like the only option. The unknown was preferable to the certain death promised by the Coalition's strike.
I didn't have time to think, only to act. The portal felt unusually stable, far more so than the unpredictable rifts that scar the surface of Earth. There was a strange pull to it, a sense of purpose almost, as if it were waiting for me. And so I leaped.
The transition was seamless, almost too smooth. One moment, I was in the heart of a battlefield, the next, I was… here. Wherever "here" is.
My first breath on this new world was tinged with the unfamiliar, a mix of smells and sounds that told me this was no place on Earth. The air feels… different. Cleaner, perhaps, but with an underlying hum, like the distant vibration of immense machinery or the low thrum of a power source beyond my understanding. I can see structures—towers of metal and light that stretch impossibly high, shimmering with technology that makes the Coalition's most advanced constructs seem primitive by comparison.
This isn't just another world—I know that much. This place feels ancient—far older than any realm I've ever encountered. And yet, it's alive with activity, bustling with beings of every conceivable shape and size. Some glance at me with curiosity, while others pay me no mind at all.
I draw my Psi-Sword reflexively, its familiar hum bringing a small measure of comfort in this strange new environment. Whatever this place is, I must stay vigilant. There is always a predator lurking, always a threat waiting in the shadows. But as I scan my surroundings, I can't help but feel a sense of awe. This world—Phase World, as I've overheard it called—is not just a transdimensional hub. It's a nexus, a crossroads of realities, where the boundaries between dimensions are as thin as a whisper.
But what am I doing here? Was this merely a random escape, or is there something more at play? The thought of the Cosmic Forge, a legend I've only heard whispers of in ancient tales, flickers in my mind. But I push it aside. I am a Cyber-Knight, a warrior of honor and justice. My path is clear: survive, adapt, and find a way to protect those who cannot protect themselves, even in this strange, alien place.
For now, I move forward, one step at a time, my senses alert to every detail. The Coalition may have driven me from Earth, but they have not defeated me. And as long as I draw breath, I will continue to fight for the ideals that define the Cyber-Knights, no matter where the journey takes me."
The Cosmo-Knights are among the most powerful and revered entities in the Rifts RPG universe, particularly within the Three Galaxies setting. These beings are cosmic champions, granted extraordinary abilities by a mysterious and ancient force known as the Cosmic Forge. Their existence, powers, and mission are deeply intertwined with the very fabric of the multiverse, making them awe-inspiring and fearsome figures.
The origin of the Cosmo-Knights lies in the Cosmic Forge, a source of immense power believed to predate most known civilizations. This force is considered the wellspring of creation, shaping realities and maintaining the balance of the universe. The transformation into a Cosmo-Knight occurs when an individual is selected by the Forge, a process that remains shrouded in mystery. The Forge chooses those who exhibit a strong sense of justice, a deep commitment to protecting the innocent, and a willingness to sacrifice everything for the greater good. Upon being chosen, the individual is imbued with the Forge’s energy, altering their very essence and granting them extraordinary powers.
Cosmo-Knights possess a range of abilities that make them formidable in nearly any situation. They have superhuman strength and durability, allowing them to perform feats far beyond what even the strongest mortals can achieve, and to withstand extreme physical and energy-based attacks. They can fly at incredible speeds, both within atmospheres and in the vacuum of space, powered by the cosmic energy within them. Their ability to manipulate energy is unparalleled; they can generate powerful energy blasts, create force fields, and even project beams of pure cosmic power, all manifestations of the Cosmic Forge’s influence. These knights are functionally immortal, with greatly extended lifespans and the ability to regenerate from most injuries, even catastrophic damage. Their cosmic awareness allows them to perceive disturbances in the fabric of space-time and sense the presence of other powerful entities, guiding them to where they are needed most.
The selection process for becoming a Cosmo-Knight is enigmatic and reserved for those who have demonstrated exceptional moral character, bravery, and a consistent fight for the greater good, often at great personal cost. The choice to accept the Forge’s gift is not made lightly, as it requires relinquishing one’s former life and fully embracing the mantle of cosmic protector.
Cosmo-Knights operate across the vast expanse of the Three Galaxies and beyond, with their primary goal being the maintenance of balance and the protection of life throughout the cosmos. They are called upon to combat existential threats such as alien invasions, the rise of cosmic-level entities with malevolent intent, or disruptions of the natural order by powerful sorcery or advanced technology. Their activities can range from defending entire planets from annihilation to engaging in interstellar diplomacy or investigating disturbances in the multiverse. They are known to intervene in conflicts where the stakes are highest, often tipping the scales in favor of those fighting for justice and freedom.
While Cosmo-Knights typically rely on their inherent abilities rather than external equipment, some may use advanced weapons or armor that complement their powers. This equipment is often of cosmic or alien origin, further enhancing their already formidable capabilities. Though they do not require spacecraft, they might use them for missions where stealth or precision is essential.
As non-player characters (NPCs), Cosmo-Knights can serve multiple roles in a campaign. They may act as mentors or guides, offering wisdom and support to player characters on their journeys. They can be powerful allies, appearing in critical battles to help the players overcome overwhelming odds. In rare cases, a Cosmo-Knight might oppose the players, particularly if their actions threaten the balance of the universe, making for a formidable and morally complex adversary. They can also serve as mission givers, assigning quests that involve high-stakes cosmic conflicts or moral dilemmas that require the players to make difficult decisions.
Playing as a Cosmo-Knight offers a unique experience within the Rifts universe. They represent the epitome of the heroic archetype, allowing players to explore themes of justice, sacrifice, and the defense of the innocent on a cosmic scale. The code of the Cosmo-Knight introduces significant moral challenges, as players must navigate the fine line between upholding the Forge’s principles and dealing with the often harsh realities of the universe. The immense power of Cosmo-Knights makes them suitable for high-level campaigns where the threats and stakes are correspondingly epic. As a Cosmo-Knight, players have the opportunity to explore the vastness of the Three Galaxies, encountering diverse species, ancient civilizations, and cosmic mysteries.
Cosmo-Knights are among the most compelling characters in the Rifts universe, embodying the ideals of justice, sacrifice, and cosmic balance. Whether as NPCs or PCs, they bring a sense of grandeur and epic scope to any campaign, challenging players to think beyond the confines of their world and consider the broader implications of their actions on the multiverse.
The Cyber-Knights of Rifts Earth are a legendary order of warriors known for their strict code of honor, mastery of martial combat, and advanced cybernetic enhancements. They stand as one of the most respected and noble factions in a world torn apart by war, magic, and the chaos of dimensional rifts. Their origin, philosophy, and the unique blend of technology and psychic abilities make them iconic defenders of justice in a setting where such ideals are often overshadowed by the brutal realities of survival.
The Cyber-Knights were founded by a man known as Lord Coake, a former Coalition officer who became disillusioned with the oppressive, human-supremacist ideology of the Coalition States. Lord Coake recognized the need for champions who could protect the weak and uphold justice in a world where both were increasingly rare. He left the Coalition and established the Cyber-Knights as a chivalric order, blending the virtues of medieval knights with the advanced technology and psychic powers available in the post-apocalyptic world of Rifts Earth.
The power of the Cyber-Knights comes from a combination of advanced cybernetic enhancements and psychic abilities. Each Cyber-Knight undergoes a process of cybernetic augmentation that enhances their physical capabilities, such as strength, speed, and reflexes. These enhancements are carefully integrated to ensure that the knight retains their humanity and moral compass, avoiding the dangers of becoming overly reliant on technology. The most iconic ability of the Cyber-Knights is their Psi-Sword, a weapon of pure psychic energy that can cut through almost any material. This, combined with their Psi-Shield, makes them formidable opponents in combat.
Cyber-Knights receive their upgrades and training through a rigorous and disciplined process within their order. New recruits, often called "Squires," undergo extensive training in martial combat, tactics, and the ethical code of the Cyber-Knights. They learn to harness their latent psychic abilities, gradually developing the skills needed to wield a Psi-Sword and Psi-Shield. Cybernetic enhancements are provided by skilled technicians within the order, who ensure that each augmentation is finely tuned to the individual knight’s needs and abilities. The training process is long and demanding, designed to forge both the body and the spirit into a weapon for justice.
The code of the Cyber-Knights is a central aspect of their identity. Inspired by the ideals of medieval chivalry, the code emphasizes virtues such as courage, honor, integrity, and self-sacrifice. Cyber-Knights are expected to protect the innocent, defend the weak, and fight against tyranny and evil wherever they find it. This code is not just a set of rules but a way of life, guiding every action and decision a Cyber-Knight makes. Failure to adhere to the code is considered a grave dishonor, and those who betray its principles may be stripped of their title and cast out of the order.
The Cyber-Knights are organized in a hierarchical structure, with Lord Coake at the top as the Grand Master of the order. Beneath him are the High Lords, who oversee various regions and coordinate the activities of the knights within their jurisdiction. Individual Cyber-Knights often operate independently or in small groups, traveling the world in search of those in need of their protection. Despite the challenges of communication and coordination in a world as chaotic as Rifts Earth, the Cyber-Knights maintain a strong sense of unity and purpose, bound together by their shared code and mission.
The history of the Cyber-Knights is marked by their involvement in many significant events on Rifts Earth. From their early battles against the Coalition States to their defense of communities threatened by supernatural horrors, the Cyber-Knights have consistently been on the front lines of the struggle for justice. They have clashed with numerous factions, including the Coalition, magic-wielding warlords, and alien invaders, always standing as a bulwark against the forces of chaos and tyranny. Notable events include the defense of the Free Quebec rebellion, where Cyber-Knights fought to protect the fledgling state from Coalition aggression, and their ongoing efforts to combat the spread of the Vampire Kingdoms in Mexico.
Cyber-Knights are equipped with a combination of high-tech and psychic tools that complement their abilities. In addition to their Psi-Swords and Psi-Shields, they often carry vibro-blades, energy weapons, and body armor specifically designed to work with their cybernetic enhancements. Their armor is typically lightweight and flexible, allowing for maximum mobility while providing substantial protection. Many Cyber-Knights also make use of advanced sensory and communication devices integrated into their armor, enhancing their situational awareness and coordination in battle.
The Cyber-Knights have complex relationships with various factions on Rifts Earth. They are often at odds with the Coalition States due to the Coalition’s authoritarian policies and disdain for non-humans and psychics. However, the Cyber-Knights have been known to ally with the Coalition in specific circumstances where their goals align, such as defending humanity from supernatural threats. The Cyber-Knights also have strong ties with other resistance movements, such as the Tomorrow Legion, and with various magical and psychic orders who share their commitment to protecting the innocent.
The goals of the Cyber-Knights are straightforward yet profoundly challenging: to uphold justice, protect the innocent, and combat evil in all its forms. In a world as chaotic and dangerous as Rifts Earth, this mission requires constant vigilance, unwavering dedication, and a willingness to sacrifice everything for the greater good. The Cyber-Knights see themselves as the last bastion of hope in a world on the brink of collapse, and they take this responsibility with utmost seriousness.
As non-player characters (NPCs), Cyber-Knights can serve a variety of roles in a campaign. They might act as mentors or allies to the player characters, offering guidance and support in their quests. They could also serve as powerful adversaries if the player characters find themselves on the wrong side of the Cyber-Knights' code of honor. Additionally, Cyber-Knights can be mission-givers, assigning quests that challenge the players to uphold justice in the face of overwhelming odds.
When played as player characters (PCs), Cyber-Knights offer a unique experience that combines high-tech combat with deep moral and ethical considerations. Players can explore the challenges of maintaining their code of honor in a world where the lines between good and evil are often blurred. The combination of psychic abilities, cybernetic enhancements, and a strict code of conduct makes Cyber-Knights versatile and compelling characters in any campaign.
The Cyber-Knights are among the most iconic and respected factions in the Rifts universe, embodying the ideals of justice, honor, and self-sacrifice. Whether as NPCs or PCs, they bring a sense of gravitas and moral clarity to any story, challenging both players and characters to rise above the chaos and strive for a better world.
Imagine a scenario where a small village on the outskirts of the New West is under siege by a coalition of bandits, rogue D-bees, and a powerful demonic entity. The village is isolated, with no immediate hope of reinforcement from any major powers like the Coalition States or the Tomorrow Legion. The villagers, mostly farmers and tradespeople, have little in the way of defense beyond makeshift barricades and a few old hunting rifles. The enemy forces have set up camp just outside the village, clearly intending to wipe out the entire population, enslaving any survivors or sacrificing them to the demon.
In this dire situation, a Cyber-Knight steps forward as the strongest candidate to lead the defense. The Cyber-Knight’s unique blend of martial prowess, psychic abilities, and unwavering moral code makes them the ideal protector in this classic encounter. They immediately rally the villagers and organize a defense. Driven by their code of honor, they inspire hope among the villagers, many of whom had nearly given up. The Cyber-Knight uses their Psi-Sword to cut down bandits in close combat, while their Psi-Shield deflects attacks that would otherwise spell doom for the defenders. Their cybernetic enhancements give them the strength and endurance to fight tirelessly, even as the battle drags on through the night.
In comparison, while Psi-Stalkers are excellent at hunting supernatural prey and can detect and track psychic or magical threats, they lack the raw combat prowess and leadership abilities of a Cyber-Knight. A Psi-Stalker might be able to locate the demonic entity, but in a straight fight to defend the village, they don’t have the same level of resilience or defensive capabilities.
A Glitter Boy, with its massive Boom Gun and nearly impenetrable armor, could certainly dish out heavy damage to the attacking forces. However, their bulk and the need to brace before firing make them less versatile in a fluid, close-quarters battle. The Cyber-Knight’s agility, along with their ability to engage in melee combat, gives them an edge in this scenario, where speed and adaptability are crucial.
Headhunters, while skilled mercenaries adept at using a wide range of weapons and cybernetic enhancements, often lack the psychic abilities and moral code that define a Cyber-Knight. In a situation where leadership and moral clarity are needed as much as combat skills, the Headhunter might struggle to inspire the villagers or stand against the demonic entity as effectively as the Cyber-Knight.
Full-conversion cyborgs possess nearly unstoppable physical power and resilience, but they often lack the psychic abilities that give the Cyber-Knight an edge against supernatural foes. Their cold and detached nature can also make them less effective as leaders or symbols of hope for the villagers.
Juicers, with their incredible speed and chemically enhanced reflexes, are powerful in battle, but their reliance on a limited lifespan can make them reckless. The Cyber-Knight’s discipline, combined with their ability to endure in a prolonged engagement, makes them a more stable and reliable leader in this scenario.
Crazies, though formidable with their psychic abilities and enhanced physical prowess, can be unpredictable due to their mental instability. In a situation where the villagers’ lives are on the line, the Cyber-Knight’s clear-headed approach and unshakable resolve make them a more dependable choice.
Dog Boys excel at tracking supernatural enemies and are particularly effective in such roles, often sniffing out hidden threats or providing early warnings to their team, but they typically serve as more supportive characters. In contrast, the Cyber-Knight’s ability to lead and fight on the front lines makes them more suited to take charge in this scenario.
Techno-Wizards, with their incredible magical abilities combined with technology, are powerful in both offense and defense. However, their reliance on magical devices and the need to manage their energy reserves can be a limitation in a prolonged, high-stakes battle. The Cyber-Knight’s Psi-Sword and Psi-Shield, which require no external devices, offer a more consistent and reliable form of combat power.
Line Walkers are powerful mages capable of casting a wide variety of spells. While they could significantly contribute to the village’s defense, their effectiveness often depends on access to ley lines or sources of magical energy. The Cyber-Knight, with their ability to fight effectively without such external sources, can maintain a consistent level of combat readiness throughout the encounter.
Operators, technological geniuses who can repair and modify equipment on the fly, would be invaluable in fortifying the village and creating defenses. However, in direct combat, they would be outmatched by the Cyber-Knight’s combat abilities and psychic powers.
Coalition Soldiers, while well-trained and heavily armed, often follow an authoritarian ideology that might make them less inclined to protect a village of outcasts or D-bees. The Cyber-Knight’s commitment to protecting all innocents, regardless of race or background, makes them the more suitable hero for this scenario.
Robot Pilots, with their powerful mechs, could bring heavy firepower to bear on the attackers, but like Glitter Boys, their reliance on large, cumbersome machines makes them less adaptable in close-quarters or fluid battle situations. The Cyber-Knight’s agility, psychic abilities, and inspiring presence make them a more versatile and effective leader in this context.
In this classic encounter scenario, the Cyber-Knight shines as the strongest candidate due to their balanced mix of combat prowess, psychic abilities, and moral leadership. Their ability to inspire hope, organize a defense, and stand as a symbol of justice in the face of overwhelming odds makes them the ideal hero to protect the village and lead the charge against the forces of darkness. While other classes bring their own unique strengths, none combine the necessary elements of leadership, adaptability, and raw combat effectiveness as seamlessly as the Cyber-Knight in this situation.
My name is AJ Pickett, I have hundreds of videos on Dungeons and Dragons lore and other RPG topics to inspire your gaming and just entertain you. As always, thanks for listening, and I will be back with more for you, very soon.

Friday, August 23, 2024

The Hag Spawn and the Witches of Rashemen - Dungeons and Dragons-Forgott...


As I trudged through the streets of Immilmar, the cold seemed to seep into my very bones, a reminder of the unforgiving land that was Rashemen. This country, perched on the edge of the known world, was a place where the elements themselves seemed alive with ancient magic. The air was thick with the scent of pine and snow, a crisp, biting freshness that spoke of deep forests and high mountains, of lands untouched by time or the hand of man.
Immilmar, the heart of this wild and mysterious nation, embodied the enduring spirit of the Rashemi people. The city stretched along the western shores of Lake Ashane, its waters a deep, inky black, reflecting the storm-laden sky above. The lake was said to be home to creatures of legend—massive, scaled beasts that slumbered in its depths, only to rise when the moons were high to bask in the pale light. The waterfront bustled with activity, yet even here, there was a sense of something ancient and watchful, as if the very land was aware of the struggles of those who lived upon it.
The streets of Immilmar were a maze of contrasts, where ancient stone buildings rose proudly beside simpler wooden lodges. The stone structures near the Iron Lord’s citadel were adorned with carvings of fierce animals and ancient runes, their walls bearing the marks of centuries of enchantment by the Wychlaran. These witches, the true rulers of Rashemen, had imbued the very stones with protective spells, their magic woven into the fabric of the city itself. In contrast, the wooden lodges of the outer districts, with their steep roofs designed to shed the heavy snowfalls, spoke of a simpler, more rustic life, yet one no less connected to the land and its spirits.
The landscape around Immilmar was as much a character in this tale as the people who lived there. The city was cradled by the land, with the Icerim Mountains rising to the north like jagged teeth, their peaks shrouded in perpetual snow. These mountains were said to be the realm of ancient ice spirits, beings of immense power who could freeze a man’s heart with a single glance. The forests that stretched out from the city’s edge were dense and dark, filled with towering pines and twisted oaks, their branches heavy with snow. Beneath their canopy, the forest floor was a tangle of roots and underbrush, a labyrinthine network where only the bravest or most foolish would tread without a guide.
The flora of Rashemen was as rugged and resilient as its people. The trees, ancient and gnarled, bore the marks of countless winters, their bark thick and rough, their branches twisting skyward as if in defiance of the cold. Among the trees, patches of hardy, snow-covered moss clung to the rocks, and thorny bushes with blood-red berries stood out against the whiteness, a reminder that even in the harshest conditions, life found a way to endure. The Wychlaran, with their deep knowledge of the land, used these plants in their potions and rituals, drawing on their strength and resilience to fuel their magic.
But it was not just the physical landscape that defined Rashemen; it was the spirits that inhabited it. The Wychlaran, in their wisdom, had long understood that the land was alive with supernatural forces—spirits of the earth, air, and water that watched over the Rashemi people. These spirits were both protectors and judges, their moods as mercurial as the weather, and their favor was not easily won. To anger a spirit was to invite disaster, for they could summon storms, blight crops, or even take a life without warning. Yet, for those who earned their respect, the spirits were powerful allies, capable of turning the tide of battle or bringing prosperity to a village.
The Wychlaran, a sisterhood as fierce and enigmatic as the land they protected, were the mediators between these spirits and the people of Rashemen. Their magic was rooted in the ancient traditions of the land, passed down from mother to daughter in a line unbroken for millennia. They were a matriarchy in the truest sense, for no man could claim the title of witch in Rashemen. The men of Rashemen, powerful though they were in battle, were barred from the practice of magic, a fact that often led to tension between the sexes. Yet this division of power was respected, for the Rashemi knew that the balance between the warrior’s strength and the witch’s wisdom was what had kept their land safe through countless generations.
In the Witches’ Hall, where I met with Othlor Fydra Night-Tree, the air was thick with the scent of incense and the crackling energy of unseen forces. The Hall was a sacred place, its walls covered in tapestries that depicted the history of Rashemen in vivid detail—battles won and lost, spirits summoned and appeased, the rise and fall of ancient empires. The faces of the witches who had come before watched from the shadows, their eyes gleaming with a knowledge that transcended time.
It was here, amidst the solemnity of the Hall, that the true horror of the situation began to unfold. The salve, which had so captivated the desperate and the foolish in Immilmar, was no ordinary concoction. Known by many names—witches’ flying ointment, Hexensalbe, and magic salve—it was a brew steeped in dark history and even darker ingredients. The origins of such ointments dated back to the earliest accounts of witchcraft in Faerûn and beyond, where they were said to grant those who used them the power to fly, to transform into beasts, or to commune with the spirits of the dead. But the reality of these salves was far more sinister.
The ingredients of this particular salve were as vile as the intentions behind its creation. The base of the ointment was rendered from human fat, specifically that of children—innocents stolen from their homes or the streets, their lives snuffed out before they had truly begun. This fat was then mixed with a host of toxic plants, each more deadly than the last. Belladonna, with its beautiful, poisonous berries; black henbane, whose leaves could drive a person to madness; wolfsbane, feared for its lethal touch; and mandrake, the root of which was said to scream when torn from the earth. These ingredients, when combined, formed a potion that could induce vivid hallucinations, transporting the user into a world where nightmares became reality.
But the salve's power did not end with mere hallucination. The hag-spawn, the creature responsible for its creation, had infused the ointment with a dark magic, one that amplified the fears and desires of those who used it. The hag-spawn was a wretched being, the offspring of a human and a hag—one of the twisted, ancient crones who prowled the darker corners of Faerûn, sowing misery and despair wherever they went. This creature had inherited the worst traits of its monstrous mother, combined with the cunning of its human father. It had taken up residence in the shadows of Immilmar, working unseen to spread its corruption.
The hag-spawn was not alone in its foul endeavors. It had forged an alliance with a group of ghouls—carrion eaters that prowled the cemeteries and battlefields, feeding on the flesh of the dead. Together, they had devised a plan to poison the city from within. The first step had been to introduce a slow-acting toxin into the water supply of Immilmar, derived from mercury. This poison, insidious and undetectable, gradually weakened those who drank it, leading to their deaths. But death was only the beginning of the horror.
Once the poison had done its work, the ghouls would descend upon the freshly dead, harvesting their fat to be used in the creation of the salve. The hag-spawn, with its knowledge of dark magic, would then mix the fat with the toxic plants it had gathered from the wilds of Rashemen, creating the ointment that would be sold to the unsuspecting citizens of Immilmar. Those who used the salve believed they were experiencing visions, flights through the night sky, or even transformations into wolves or other beasts. But in truth, the salve was a weapon, designed to spread fear and madness, weakening the city from within.
As Othlor Fydra spoke, I could feel the weight of her words, each one imbued with the power of the spirits she served. Her voice, though calm and measured, carried with it the authority of the land itself, as if the very earth beneath our feet was speaking through her. The Wychlaran were not known for their mercy, for they understood that in a land as harsh as Rashemen, survival often meant making difficult choices. Yet, there was a wisdom in their harshness, a recognition that the natural order must be maintained, and that the spirits, though powerful, were not to be trifled with.
Urlingwood, the ancient forest where I would confront the hag-spawn, was a place of immense power. The trees there were older than any living memory, their roots stretching deep into the earth, where they intertwined with the veins of magic that pulsed beneath the surface. The air in Urlingwood was thick with the presence of spirits, some benevolent, others less so. The Wychlaran had long forbidden men from entering this sacred place, for it was here that they communed with the spirits in their most potent forms. To step into Urlingwood was to step into another world, where the laws of man held no sway, and where the spirits reigned supreme.
As I ventured deeper into the forest, the light of the sun faded, replaced by the eerie glow of spirit fires that flickered in the shadows. The trees seemed to close in around me, their branches forming a canopy so dense that it blotted out the sky. The ground beneath my feet was soft and damp, the air heavy with the scent of earth and decay. Yet, there was a vibrancy here, a sense of life that pulsed just beneath the surface, waiting to be called forth by those who knew how to ask.
The ritual I performed in the heart of Urlingwood was one of both magic and will, a delicate balance between my knowledge of the arcane and the raw, untamed power of Rashemen's spirits. As I chanted the ancient incantations, the air around me grew thick with energy, the very fabric of reality trembling as the spirits answered my call. I could feel their presence, vast and ancient, as they lent me their strength, readying themselves to confront the hag-spawn and his dark magic.
The battle that followed was not merely a physical confrontation, but a clash of wills and spirits, a struggle for the very soul of Immilmar. The hag-spawn, sensing the threat to his power, unleashed all the fury of his twisted magic, summoning forth the nightmares that had plagued the townsfolk. These were not mere illusions, but manifestations of the deepest fears and desires of those who had fallen under the salve’s spell. The spirits of Rashemen, however, were stronger, their connection to the land unbreakable. They surged forward, their forms shifting and changing as they battled the hag-spawn’s creations, turning nightmares into nothingness, driving back the darkness that had taken hold of the city.
As the battle raged on, the ground beneath us trembled, and the trees of Urlingwood swayed as if caught in a great storm. The air crackled with energy, the clash of magic and spirit creating a maelstrom of power that threatened to tear the very fabric of reality. But the spirits of Rashemen were resolute, their will as strong as the iron that forged the weapons of the Iron Lord’s warriors. Together, we pushed back the hag-spawn’s forces, breaking the hold his dark magic had on Immilmar.
When the final blow was struck, and the hag-spawn was defeated, the forest grew still once more. The spirits, their task completed, returned to the land, their forms dissolving into the earth, air, and water from which they had come. The darkness that had threatened to consume Immilmar was gone, banished by the combined strength of the Wychlaran, the spirits, and the land itself.
Immilmar, though scarred, was free once more. The people, who had been so close to losing everything, now stood united, their bond with the land and its spirits stronger than ever. The Wychlaran, too, had shown their strength, guiding the Rashemi people through one of their darkest times with a wisdom that could only come from their deep connection to the ancient forces of Rashemen.
As I left Rashemen, the weight of what had transpired there stayed with me. The people of Immilmar had faced a darkness that few could comprehend, and they had emerged stronger for it, their bond with the land and its spirits forged anew in the fires of adversity. Yet, as I journeyed away from the cold, windswept streets of Immilmar, I couldn’t shake the feeling that Rashemen had not yet revealed all its secrets to me. This land, with its ancient forests and towering mountains, its fierce warriors and powerful witches, held mysteries that ran deeper than the roots of the oldest trees in Urlingwood.
The spirits of Rashemen were not simply guardians or allies; they were a part of the land itself, as much a part of Rashemen as the rivers and lakes, the mountains and forests. They were the echoes of a time before man, before the first stone of Immilmar was laid, before the first spell was cast. And though they had aided me in my struggle against the hag-spawn, I knew they were not to be taken lightly. These were not the tame spirits of hearth and home; they were wild and untamed, as unpredictable as the weather in the Icerim Mountains, as relentless as the winter winds that howled across the frozen plains.
The Wychlaran understood this better than anyone. Their power did not come from domination or control, but from respect, from a deep and abiding understanding of the land and its spirits. They knew that to wield magic in Rashemen was to walk a fine line, to balance on the edge of a blade, where one misstep could mean disaster. This was why their sisterhood was so insular, so protective of their secrets. They knew that their power was not just a gift, but a responsibility, a burden that they carried for the sake of their people.
As I reflected on this, I began to understand the true nature of the Wychlaran. They were more than just witches; they were the living embodiment of Rashemen’s spirit, the keepers of its ancient wisdom, the protectors of its people. They were harsh and uncompromising because they had to be. In a land as unforgiving as Rashemen, there was no room for weakness, no tolerance for failure. The survival of their people depended on their strength, on their ability to navigate the treacherous waters of the spirit world, to harness its power without being consumed by it.
This was why they excluded men from their ranks, why they kept their secrets so closely guarded. It was not out of spite or prejudice, but out of necessity. The magic of Rashemen was not something to be taken lightly, and the Wychlaran knew that to open their ranks to those who did not understand its true nature would be to invite disaster. They were the gatekeepers, the protectors of the ancient ways, and they took their duty seriously.
As I left Immilmar behind, the city’s walls fading into the distance, I couldn’t help but feel a sense of awe at the strength of the Wychlaran and the resilience of the Rashemi people. They had faced darkness and despair, and they had emerged stronger for it, their bond with the land and its spirits reinforced. Yet, I also felt a deep respect for the land itself, for the spirits that dwelled within it, and for the ancient magic that flowed through its veins.
Rashemen was a place where the line between the mundane and the mystical was thin, where the spirits of the land walked among the living, and where the past was never truly forgotten. It was a land that demanded respect, that required those who lived within its borders to be strong, to be wise, and to be ever vigilant. And though my journey had taken me far from the halls of Candlekeep, I knew that I had learned lessons in Rashemen that would stay with me for the rest of my days.
The road ahead was long, and the path uncertain, but as I walked away from Rashemen, I carried with me the knowledge that there were places in the world where the past was not just a memory, but a living, breathing force, where the spirits of the land were as real as the people who lived upon it, and where the balance between man and nature, between the physical and the spiritual, was as delicate as the first snowflake on a winter’s night.
And so, I leave this account in the annals of Candlekeep, as a record of the strength and resilience of the Rashemi people, the power of the Wychlaran, and the ancient spirits of the land that they serve. For in Rashemen, as in all places where the old ways are still honored, there is a lesson to be learned—a lesson in the importance of balance, of respect, and of understanding the true nature of the world around us.
My name is AJ Pickett, as always, thanks for listening and I will be back with more for you, very soon.