The
Alfar of Nagast
A
history of war, under the leadership of an evil deity,
has turned the alfar into the mortal enemies of all other
civilized races. They are the true outcasts of Agon, and
they would have it no other way.
Physical
description
The alfar have been shaped by millennia of dwelling underground:
The eternal darkness of the caverns has paled their skin;
some senses have been sharpened while others have been
dulled; and a constant shortage of nourishing foodstuffs
has given them a slighter stature than the surface-dwelling
races. The alfar are, in other words, a well-adapted and
highly specialized race.
The alfar average height is approximately
165 cm. Few individuals deviate measurably from this average,
and those who do are considered freaks of nature. An abnormally
short or tall alfar (say 155 or 175 cm.) will probably
never survive adolescence, and certainly never be allowed
to breed. Alfar females have the same average height as
males.
Alfar build is generally slight, and
few individuals are notably overweight or muscular. The
dextrous alfar body is perfect for moving swiftly and
silently, and while they are incapable of the most extreme
feats of brawn, their lithe forms conceal surprising amounts
of sinewy strength.
Generations spent without exposure
to sunlight has coloured alfar skin in a greyish white
hue, which most other races find repulsive. Their skin
is perfectly suited to life in the depths, where it blends
nicely into the shadows, but it is sensitive to light.
Alfar dislike the harsh glare of the sun, and they avoid
its rays whenever possible. When travelling in daylight,
they tend to wear clothes that cover as much pale skin
as possible.
One striking aspect of alfar appearance
is their outsized ears. This obviously enables them to
hear very well, which is essential when hunting or navigating
underground. The ears also give them a bat-like appearance,
and the word for alfar in the mirdain language translates
to 'bat people'.
In pitch darkness, the red-eyed alfar
see naturally as humans do while holding a torch. They
find bright lights repulsive, but not harmful, and illuminate
their cities with orbs of softly glowing, richly coloured
magical light.
Alfar hair colour ranges from pitch
black to white. All shades of black, grey and white can
be seen, but a grey colour, which matches the alfar complexion,
is predominant. Alfar never have blonde, brown or red
hair.
Weapons
and equipment
Most alfar clothing is made from the web of the manthe
- huge domesticated spiders, which have been purpose-bred
for centuries. The web of the female Manthe is thick,
grey and flexible, and weavers fashion it into everything
from trousers to leathery pieces of armour. For ordinary
clothes, the alfar usually keep the original hue of the
web, but they tend to dye the end product when creating
armour - black or a dark shade of red being preferred
colours.
The nature of the clinging, thick
Manthe web means that alfar garments are tight fitting
and relatively heavy. The material is extremely durable,
and able to absorb large amounts of physical damage.
While alfar architecture is opulent
and rich in colour, their clothing habits are geared towards
the Spartan and practical. Usually, they wear only a simple
set of clothes, and dark boots crafted from the hide of
the Manthe itself. When travelling in the cold tunnels
of the underworld, alfar don long, grey cloaks, which
double as blankets.
Through a time-consuming process,
the web of the manthe can be turned into a fine silken
fabric. The alfar use the manthe-silk when creating some
items of clothing, such as underwear and fine cloaks,
but it is most commonly used for decorative veils, which
hang from the ceilings and walls of alfar hallways and
bedrooms. Decorative veils are commonly coloured in deeps
shades of red, purple or blue.
Blades for Melek
Alfar steel is famed for its combination of lightness
and solidity. Their smiths create long, thin swords, which
are particularly well suited to thrusting attacks. Alfar
blades tend toward a scimitar-like shape.
For added protection, a type of chain
mail is occasionally worn on top of the manthe armour.
These pieces of armour are extremely flexible, and only
marginally restrictive to a soldier’s movement.
Though alfar chain mail makes little noise, they are usually
worn only by heavy troops. Alfar raiders often prefer
to leave their chain mail at home, so they can move in
total silence.
Crossbows
Small crossbows are the preferred missile weapons of the
alfar. Otherwise similar to those used by surface-dwellers,
they are markedly smaller, and are made of an exceptionally
light and smooth metal alloy. Commonly, alfar crossbows
are black.
A human with the crossbow skill is
capable of using a weapon of alfar make. However, big
hands mean that mahirim and orks have some trouble operating
these delicate weapons.
The alfar load their crossbows with tiny wooden bolts,
whose points are jagged and hooked, making them hard (and
dangerous) to remove. The alfar frequently dip these bolts
in poison, and crossbows are regularly used as weapons
of assassination, or as a means of reducing an enemy’s
combat capability before melee is joined. .
Crossbows are treated with various
kinds of poison made from the juices of subterranean plants.
These poisons emulate the effects of drain spells, draining
the strength, dexterity, intelligence, wisdom, vitality
and quickness of the victim. Skilled brewers can create
poisons of great potency, as well as poisons that combine
several drain effects. Crossbowmen carry their poison
in small earthenware vials, which hang in silver threads
from their belts.
Sithras
Inspired by the legendary Sithra Ahra (see religion, below),
highly skilled alfar smiths create swords called sithras.
These weapons have blades made of a substance resembling
compact shadow, which is solid when the blade is held
still, but twists and writhes when it is swung. In action,
the black sithra resemble a cross between an ordinary
sword and a whip.
The sithra sizzles with elemental
energy that becomes visible in occasional sparks that
shoot off or run along the blade. When a sithra hits,
elemental energy shoots from the blade to the point of
impact, damaging the target. The nature of the elemental
energy varies, with lightning, fire and ice all being
common. When creating a sithra, the smith uses the ears
of one or several slain enemies as ingredients.
Fire sithras are the most common and
– relatively speaking – the least powerful,
as well as the easiest to make. Cold and acid sithras
are slightly more potent, while lightning sithras are
rare, and imbued with great power. Alfar smiths have recently
begun making sithras imbued with unholy magic, and these
weapons are said to be exceptionally powerful.
Attikas
Alone among the races of Agon, the alfar use halberds
extensively. However, their halberds are smaller than
those used by humans, and the alfar generally wield them
as single-handed weapons. One advantage of these weapons
is their relatively long reach, which allows alfar to
strike at enemies while riding long-legged spider mounts.
The alfar halberds – called
attikas – are equipped with long, eight-ridged spearheads
which are designed to glide easily into and out of enemy
bodies. Further down the halberd’s pole, a slender,
gracefully curving axe-blade is attached. The axe-blade
is large but thin, and ornate patterns have been carved
out of it, reducing weight further.
The bladeward half of the halberd’s
wooden pole is covered by a layer of bronze-like metal,
which in its turn is covered in intricate red etchings
resembling those on the axe-blade.
Alfar
Society
First among the members of an alfar clan is the chieftain,
who takes care of the day-to-day running of its affairs.
While power structures vary, alfar chieftains tend to
be totalitarian leaders, who take decisions without much
consultation.
Much power also rests with the high
priests, who reside in clan temples, and who answer only
to the religious leadership in Shoal. The high priest
rarely intervenes in clan affairs, but when he does, the
chieftain has little choice but to obey. The high priests
are said to speak the will of Melek, and disobeying them
might incur the wrath of both the Harn Mandean and the
Black Robe Brotherhood.
Shoal
In the vast cavern of Dun Mardukar rise the tall spires
of Shoal. This is the holy city of Melek. It was built
in his honour, and its outlandish beauty reflects the
alfar’s love of their God-King, as well as the dark
awe he inspires in them. The city serves as an administrative
centre for the entire realm, and it is jointly run by
the priests and the knights of the Harn Mandean (Divine
Hand), a powerful knightly order which functions as Melek’s
bodyguard and his secret police.
Like the canals that connect all caverns
to the capital, Shoal is considered neutral ground. All
personal or clan-based conflicts end at its city walls,
and any alfar who kills another in Shoal faces swift justice.
Priests continually monitor the streets of Shoal from
their headquarters in the Temple of Descent, and the army-run
city guard patrols the streets diligently. Should an emergency
arise, the guard calls upon the assistance of the Black
Robe Brotherhood. The headquarters of the Harn Mandean
and the Horned Circle (see below) also lie within Shoal’s
walls, and these powerful groups will lend aid if needed.
The slaves of Nagast
Slaves carry out most menial tasks in Nagast. While alfar
craftsmen excel in the arts of architecture and decoration,
they leave heavy labour to countless slaves, who are important
parts of every alfar community.
The large majority of slaves are Sarkih
(see below) and members of this semi-mindless, diminutive
race carry out the most menial tasks - such as harvesting
food, tending livestock and cleaning dwellings. They cannot
cope with heavy labour, however, and mentally challenging
tasks are beyond them. Sarkih are kept away from slaves
belonging to other races, and are kept in particularly
crowded and prison-like conditions.
Alfar raiders bring home a wide variety
of slaves that belong to other intelligent races. Quite
a few Humans, Dwarves, Mahirim and Orks work on the slave
teams of Nagast, as well as a large number of Kobolds,
Svartdvergir and other subterranean races. The Mirdain
prefer death to serving as slaves to the alfar, and are
prized as ceremonial sacrifices in the temples of Nagast.
Melek forbids keeping alfar as slaves.
Sarkih
These diminutive humanoids are a slave race, bred and
kept by the alfar. Rarely more than 100 cm tall, and exceptionally
puny, they perform simple domestic tasks and gather Manthe
web in the tunnels, but are only capable of light manual
labour.
The Sarkih have thick, wrinkly skin
with a pinkish hue, and are completely hairless. Their
build as well as their features are delicate, giving them
a resemblance to particularly ugly, piglet-eyed human
infants. Sarkih sport earlobe-less, oval heads that are
disproportionately large compared to their puny bodies.
They have short, pointed teeth that are capable of quite
a nasty bite.
The Sarkih are a slow-witted breed,
incapable of much independent thought. They have a vicious
nature, though, and are capable of stunning cruelty towards
each other, regularly ganging up on and devouring weak
individuals. The Sarkih usually perform the orders of
the alfar diligently, knowing that their masters kill
without hesitation if they fail to oblige. On rare occasions
where the odds are overwhelmingly in their favour, they
might choose to attack.
Sarkihya
Also known as Greater Sarkih, these slaves are the result
of several millennia of alfar- controlled selective breeding.
They look just like ordinary sarkih, but are much more
alert and intelligent. Sarkihya are, approximately, as
intelligent as goblins, and are capable of performing
relatively complicated tasks, such as serving as dammar
farmers, shop assistants, domestic cooks, stable hands,
wagoners, and so forth.
Physically identical to their lesser
brethren, sarkihya are marked as different by a rather
large red nose-ring, the first of which they are equipped
with at birth. Some owners also dress their sarkihya in
ordinary clothes, including jackets, shoes and trousers.
Sarkihya workers tend to wear simple and durable clothes
in various shades of brown or gray. Some domestic servant
sarkihya are dressed in colourful silken clothes resembling
those worn by the alfar themselves.
Sarkihya speak fluent alfar, and are
capable of understanding advanced and many-segmented orders.
They retain some of the rebelliousness found in their
lesser cousins, and sometimes wilfully ignore orders given
to them, or twist their meaning somewhat.
Melechar
These fanatically devoted creatures are the chosen of
Melek, and they are imbued by him with both great strength
and the seeds of madness. Melechar are used as bodyguards
and temple guardians by the Nagast priesthood, and individuals
who are both loyal and important – such as the leading
business proprietors of Shoal – are sometimes rewarded
with melechar servants.
Physical description
Melechar are the same height as Mirdain elves, and have
approximately the same build and facial features: they
are tall and lean, towering over the average alfar, and
their movements are lithe and graceful. Melechar have
long black hair, which hangs freely down their backs,
and their skin is as pale as snow.
The eyes of melechar are as red as
blood, and they stick out from their sockets in a bug-like
way. Adding to the insectoid impression, the eyes have
no visible pupils, but the faint lines of facets can be
seen in them. Two small, finely shaped and softly curving
tusks protrude from the melechar’s lower jaw, like
miniature orkish tusks.
Melechar wear only manthe armour and
dress in black, loose-fitting clothes that cover their
bodies from neck to foot. They wear no jewellery, and
while their weapons are well made, they are of simple
design and unadorned. Melechar wield slender attikas held
in both hands.
Behaviour and tactics
As long as the alfar they protect serve Melek faithfully,
the melechar remain loyal and follow all orders to the
letter. They go silently about their duties, calmly guarding
the buildings or individuals they are tasked with protecting.
However, the true nature of the melechar
emerges in combat: When fighting, it is an insane nightmare
of impossibly swift movements: it seems to be everywhere
at once, and its halberd is a constant blur of fatal movement.
The melechar never breaks off a battle until all enemies
are slain, no matter what its masters say or do.
Ultimately, the melechar’s loyalty
is to Melek himself, and if its master falls out of the
god-king’s favour, the melechar turns on him.
Subterranean
nature
The realm of the alfar lies under the barren Moldar plains,
and is known (in the alfar tongue) as Nagast. It consists
of a network of huge caverns, some of which are of natural
origin, and some of which were hewn out by Melek before
he led the alfar underground. The major caverns are surrounded
by a vast number of minor ones, many of which have been
dug out by the alfar and their multitudes of slaves. Well-kept
alfar-made canals and passageways connect the main settlements,
while the rock between them is perforated by a countless
number of cracks, tunnels and subterranean rivers.
Heavy cargo is transported on barges,
which traverse the many canals and subterranean rivers
of Nagast. Engineers (and the ever-present teams of slaves)
are constantly expanding the network of navigable canals,
and in most cases, travelling by barge is a comfortable
alternative. All passageways and canals are considered
royal property, and are under the direct jurisdiction
of the army and the priesthood. Black Robe Brotherhood
patrols keep the main travel routes safe, delivering justice
to any highwaymen.
The central cavern, called Dun Mardukar,
is the largest. The other main caverns lie in a loose
pattern surrounding the Mardukar, and are connected to
it by a number of broad canals and passageways.
The climate of the caverns varies, but is generally quite
warm and humid. This is the work of Melek, who readied
the caverns for habitation before leading his people into
them. The variations between caverns are a result of the
flickering, unpredictable nature of Melek’s will.
Trees and flowers
The Arkin is a tree-like plant that is common throughout
Agon’s subterranean lands. Its solid wood is harvested
by both dwarves and alfar, and is used for making furniture,
siege engines, and support beams for buildings and mineshafts.
To grow, the arkin needs darkness and a great deal of
water. It tends to grow in shallow lakes, near subterranean
river, or in caverns where the soil is exceptionally moist.
When conditions are good, the arkin grows quickly and
spreads quickly, colonizing the area.
Arkin wood is a dark shade of purple,
with occasional patches of black. It has a rough, gnarled
texture, much like an ancient oak of the surface lands;
its trunk is thick but short, and a fully-grown specimen
stands little more than two meters tall. From the trunk,
a mass of purple branches spread in all directions, shaping
a canopy overhanging the water.
Spindly dark green strands hang from
the branches of the arkin tree, reaching down towards
the moisture below. If the tree stands in shallow water,
the strands are immersed in it; if it stands in moist
soil, the strands lie stretched on the ground, sucking
up moisture.
The djuprose is a beautiful, fragile
flower, which grows only in the deep places of the world.
Its petals are a light shade of red surrounding a black
stigma. It has no stem, and appears to be attached directly
to the rock from which it emerges. The djuprose is hard
and exceptionally brittle, and at the slightest contact,
it dissolves in a burst of colour which floats along with
movements in the air. Within days, new flowers emerge
from the rock where the scattered spore-dust landed. The
djuprose grows on rock of all kind, but not on soil or
dirt, and it does not thrive in sunlight. In some cavern,
the djuprose grows on the stone floor, along the walls
and in wind-shaped patterns on the ceiling.
While red is the most common colour,
yellow, blue and orange variants are also found. In some
places, djuprose of different colours grow side-by-side,
forming beautiful patterns.
Religion
and magic
All alfar fear and worship Melek, the evil deity who led
them underground thousands of years ago. Melek is the
undying god-king of the alfar, and he dwells among them,
in a stalactite castle overhanging the capital of Shoal.
Melek is both temporal and religious
leader of his people, and his power is absolute. His word
equals the law, and the law is obeyed upon pain of death
or worse. Melek occasionally walks among his subjects,
but usually Nagast’s ruthless and highly organised
priesthood carries out his will.
The alfar God-King is an unpredictable
leader, and his orders are often contradictory. Like a
petulant child, he sometimes changes his mind without
warning, and when the mood takes him, he lashes out punishment
or gives rewards seemingly at random. Melek is prone to
fits of rage as well as bouts of sentimentality, and he
has been known to brood for weeks in solitude, before
emerging in a flurry of activity.
Melek is utterly self-centred and
quite mad. However, he is also a brilliant planner and
strategist: If Melek can be bothered to focus on any single
task or problem long enough, he might very well come up
with an ingenious, completely original solution.
The God-King is the estranged son
of Myrthai and Lorathai, the male and female gods of the
Mirdain (surface Elves.) Compared to his subjects, he
has changed little over the years, and he still appears
as a strikingly handsome, unnaturally tall elf male. In
recent centuries, he has taken to appearing with grey
skin resembling that of his subjects. Melek has long,
straight, dark hair, and always wears a simple silver
circlet, but little else in the way of jewellery. He is
extremely charismatic, a master of eloquence, and can
be a truly inspiring leader when he puts his mind to it.
While fear is the main pillar of his millennia-long rule
over the alfar, his people also revere him.
Melek appears to be surrounded by
a flickering, shining white aura with a radius of approximately
2 m. He is usually dressed in long, flowing robes, preferring
them to be coloured black or a deep shade of red. When
on the warpath, he dons a black suit of plate mail, and
wields Sithra Ahra, an ancient silver-bladed longsword
with awesome magical powers.
The God-King keeps twelve of the most
skilled smiths that ever emerged from alfar society as
his personal servants. His will keeps these masters of
the craft alive, despite the fact that several of them
have been dead for centuries; their decaying husks still
work in hidden smithies under Shoal. Because of
this process, Melek has a veritable arsenal of powerful
magical items at his disposal.
Sithra Ahra and the Silver
Circlet
This silver longsword was reputedly crafted by Melek himself
after the first great war between the alfar and the Mirdain,
thousands of years ago. Ancient legends hold that no less
than nine hundred Mirdain prisoners were slowly boiled
alive while he worked on it. As they died, their souls
were trapped in the emerging shape of Sithra Ahra, giving
it immense power.
Sithra Ahra’s shining blade
does not impact physically with the bodies of its victims,
but seems to glide almost effortlessly through them; only
slowing down momentarily as Melek strikes. Its name means
'Other Side', and the silvery blade of the Sithra Ahra
is only a reflection - the sword exists primarily in some
unseen dimension. Anyone casting True Sight (or a similar
spell) while near Sithra Ahra, sees it as a black, thin
and almost 2 m. long whip-like weapon - its blade covered
in small, writhing humanoid shapes, existing in eternal,
excruciating pain.
The Silver Circlet was a wedding gift
from Lorathai (the male elven god) to his beloved Myrthai.
However, on the eve of his rebellion, Melek stole the
powerful artifact. He has since twisted its power to his
own ends, and has worn it ever since.
The Circlet is the source of the shining
white aura that surrounds Melek. Anyone entering its sphere
of influence falls prey to one of its mind-influencing
powers. Melek can activate and de-activate these at his
whim, as often as he deems it necessary, and with no limitations
to duration or frequency. Though it is possible, only
the strongest of minds have a realistic chance of shrugging
off the influence of the Circlet.
The Darkfall
Melek wants to conquer all the five non-alfar races, and
subject them to an eternity of darkness and pain. Fuelled
by the prayers and sacrifices of an enslaved world, Melek
plans to ascend to the Halls of the Goddess and reawaken
the power entombed there. Wielding it, he will slay all
the other gods and rule Agon forever.
Lorathai and Myrthai who, according
to Melek, dared spite him by refusing to relinquish his
rightful inheritance, will be tortured for an eternity,
their dying groans mingling with those of their children,
the Mirdain.
Melek spends much of his time engrossed
in magical experiments. He seeks new spells that will
tip the balance in favour of the alfar, and he seeks to
create powerful magical items for himself and his minions.
In his work, Melek is aided by the mages of the Unseen
Radiance (see below), as well as the undead mastersmiths
of the Towers of Silence.
Recently, Mirdain intelligence claimed
that Melek was planning to incite enough volcanic activity
on Agon to cause a new ice age. Perhaps even more unnervingly,
Mahirim priests have claimed that alfar mages are researching
spells that could interfere with the orbits of Agon’s
two moons.
While this might seem unfeasibly ambitious,
the single-minded veneration of the alfar aids Melek.
The power of gods is determined by the number of their
subjects, as well as the fervour of the subjects' adulation.
The alfar are, as should be apparent, perfect subjects
for a god like Melek.
Fluctuating magic
Both the priestly and the sorcerous magic of the alfar
are influenced by the chaotic nature of Melek. All magical
energy originates with him, and its flow is as unsteady
as the troubled mind of the god-king. Every time an alfar
casts a spell, his or her effective skill level is increased
or decreased slightly. It is believed to be impossible
to predict or control this ebb and flow of magical power.
Melek
Wills It - The hierarchy of power
The influence of the Melek priesthood permeates all of
alfar society. From their headquarters in Shoal, the High
Priests run a vast organisation; their clergy, agents
and elite soldiers are present in every sizeable alfar
community.
Interpreting the often vague and contradictory
instructions given by the mad deity is the sole preserve
of the priesthood. Therefore, they rarely run out of opportunities
to expand their already formidable power base. Unseemly
amounts of personal ambition might rouse the wrath of
the God-King, however, so in order to remain in power
(and alive) an ambitious priest needs to be subtle, lucky
or both.
The Horned Circle
The Melek priesthood is led by a group called the Horned
Circle. These supremely powerful individuals are the chosen
of Melek, and no alfar alive would dare to oppose them.
Upon being selected to join the Circle, the priests actually
grow small, pointed horns, and increase in stature, reaching
a height more commonly associated with surface Elves (180
- 190 cm.) They are blessed by Melek with great skill
in all the magical arts, and become the ultimate enforcers
of his will, feared throughout Nagast.
The priests of the Horned Circle stand
directly below Melek on the Nagast pyramid of power. They
command the Black Robe Brotherhood directly, and the army,
the Harn Mandean, and the Unseen Radiance all answer to
them.
Members of the Horned Circle wear
heavy, dark cloaks hemmed with silver patterns, and their
symbol is a circle of eight wide open burning eyes. They
wear no armour, and very rarely draw their sithras, preferring
to rely on spells. It is rumoured that the Horned Circle
have been given the new unholy sithras, which were recently
developed by the mages and undead smiths of the Towers
of Silence.
When one Horned Priest dies, another
is chosen to replace him, usually from among the officers
of the Black Robe Brotherhood. There are always eight
members of the circle, and they always operate in groups
of two, four or eight. They are the highest leaders of
the church and the ultimate enforcers of Melek’s
will.
The members and headquarters of the
Horned Circle are protected by a large detachment of greater
melechar. When travelling, Circle members are escorted
by knights of the Harn Mandean.
Harn Mandean (Divine Hand)
The Harn Mandean is an elite brotherhood of alfar knights,
which serves as Melek’s internal security unit,
enforcing his will throughout Nagast. Particularly important
surface missions are also handled by these dark knights,
who are recruited from among the officers of the Black
Robe Brotherhood.
In their unceasing work to weed out
traitors and incompetents, the Harn Mandean is given semi-free
rein: their mandate is broad with vague limits, and its
leaders answer only to the Horned Circle and to Melek
himself. On exceptionally challenging or important missions,
Harn Mandean units are commanded by priests of the Horned
Circle.
Travelling in small groups, Harn Mandean
knights can be encountered anywhere in Nagast, often aided
by soldiers commandeered from nearby army outposts. A
knight of the Mandean has the authority to serve as judge,
jury and executioner to any perceived criminal.
The Harn Mandean operates out of the
leftmost stalactite of the Towers of Silence in Shoal.
A group of its members serve as the bodyguards of Melek,
who dwells in a neighbouring stalactite.
Harn Mandean soldiers always wear
black plate mail and long red cloaks. They use magical
alfar crossbows with poisoned bolts and various types
of sithra swords. Their breastplates and cloaks are adorned
with the mark of the Harn Mandean: The thinly etched outline
of a red hand with fingers spread.
Melek’s bodyguards – who
are ten strong at all times - use lightning sithra swords,
and are selected from among the Harn Mandean’s finest
knights.
Black Robe Brotherhood
The Black Robe Brotherhood is a potent weapon at the command
of Nagast’s priesthood. It is an elite taskforce,
consisting of utterly loyal alfar, who were chosen for
the Brotherhood at a young age. They are dispatched to
remove threats to Melek and Nagast, and they answer to
the Horned Priests and the knights of the Harn Mandean.
Members of the Brotherhood are trained
in a broad variety of combat-relevant skills, with special
focus on close combat and healing magic. However, those
that show a potential for destructive magic are placed
on a dedicated training program, and later serve as spellcasters
in Black Robe Brotherhood patrols.
On particularly dangerous assignments,
the Black Robes are commanded by knights from the Harn
Mandean, which both outrank the officers of the Black
Robe Brotherhood and are more powerful individually.
The members of the Brotherhood are
organised in balanced task forces which operate independently.
Black Robe task forces are sent on anything from raids
and quests to crowd control and escort missions. Groups
of Black Robes usually stay together throughout their
careers, and move on to more challenging assignments together
as they improve in skill. The very finest members become
officers, and successful officers may hope to one day
join the Harn Mandean or the Unseen Radiance.
The armour worn by Black Robe members
varies with their field of specialization: Warriors wear
chain mail over manthe armour, healers wear only the manthe
armour, and wizardly types rarely wear any armour at all.
The weapons wielded by warriors vary with preference and
skill level. Scimitars, attikas and – for officers
– sithras are all common. In addition to clothes
and armour, all on-duty members wear unadorned black robes
made of heavy manthe cloth.
The symbol of the Black Robe Brotherhood
is the Orb of Melek (see Alfar art and architecture, below),
which adorns any shield or tabard used by members of the
brotherhood.
The Unseen Radiance
Many of Nagast’s most skilful spellcasters are members
of the Unseen Radiance, an ancient organisation of Deathless
Mages headquartered in the Towers of Silence. Like the
knights of the Harn Mandean, the mages of the Unseen Radiance
enjoy a great deal of autonomy, answering only to the
Horned Circle and Melek himself. The mages of the Unseen
Radiance rarely meddle in the everyday affairs of Nagast,
preferring instead to focus on their magical research.
When encountered outside the Towers,
Radiance members are commonly gathering ingredients or
engaged on some quest for magical items. On important
or dangerous missions, they travel in groups of three
to five, assisted by eight to ten melechar and greater
melechar.
Mages of the Radiance wear dark red
robes with gold hem embroidering. Along the hems, intricate
patterns indicate flames, while a subdued but even more
intricate rendering of the Orb of Melek (in gold) decorates
the back. While travelling, Radiance members carry heavy
staves crowned by red crystal orbs, and wear a wide variety
of powerful magical items.
The Unseen Radiance recruits from
the ranks of the Black Robe Brotherhood’s specialised
spellcasters. New members are immediately turned into
Deathless Mages.
Alfar art and decoration
The alfar of Nagast decorate the inside of their houses
with tile mosaics. Floors are adorned with simple but
pleasingly colourful patterns, while walls and ceilings
are decorated with more advanced artwork, which often
includes complicated motifs.
The simple tile patterns on floors
tend to come in the rich colours which the alfar prefer,
such as purple, blue and red; the exact colour preference
varies from place to place and from clan to clan. In most
cases, each floor mosaic is made using only two colours.
In the houses of wealthy individuals
and in thriving businesses, however, the floor mosaics
are more advanced, and contain tiles with as many as four
or five different colours. These mosaics often show simple
motifs, such as the silhouettes of alfar spires, and the
stylized outlines of dammar mushrooms and arkin trees.
In some large rooms, lines of stylized djuprose flowers
run along the walls or in large-scale patterns on the
floor.
The walls of alfar houses are decorated
with mosaics that are more intricate than floorbound ones.
In many cases, wall mosaics depict more advanced and colourful
versions of popular floor motifs, such as arkin trees
and alfar spires. Other popular subjects for wall and
ceiling mosaics include colourful depictions of the Orb
of Melek (especially popular on ceilings) and the Towers
of Silence.
The orb of Melek is a golden circle
containing a field of black broken by arkinwood-like blotches
of dark purple. The orb is surrounded by jagged, golden
rays that resemble stylized radiation, and have the general
shape of elongated versions of the letter ‘z’.
The Towers of Silence are generally
shown in relief with the Temple of Descent underneath
them. In cheaper mosaics, the motif is shown as black
and white, while more expensive works include approximations
of the genuine colours.
Another popular element in mosaic
art is the Sithra Ahra (see religion, above) held aloft
by a black gauntlet. Stretched and tortured humanoid shapes
swirl around the Sithra Ahra’s silvery blade, and
the unadorned shape of the Silver Circlet (see religion,
above) is sometimes shown over or under it.
Melek triumphant
The most spectacular alfar mosaics – found only
in public buildings and the houses of the extremely wealthy
– show Melek in standard poses and situations. One
popular motif shows Melek executing members of other races
with Sithra Ahra, held in both hands. Rows upon rows of
victims are shown awaiting execution, tied down to individual
chopping blocks, while Melek is shown holding a crowned
human head by its long hair.
Another popular motif is Melek leading
the alfar underground, heroically shielding his children
from the wrath of the mirdain gods. Melek is shown as
an enormous figure, his hands spread protectively over
fleeing alfar refugees under him. Melek’s features
dissolving into a cloak shielding the hindmost ranks of
the alfar.
In a third popular motif, Melek battles
Myrthai and Lorathai, the two gods of the Mirdain, who
are also the alfar god’s parents. In these mosaics,
he seems to be driving back the Mirdain gods, who are
cowering from him and from the tendrils of the Sithra
Ahra. The battle between the three elven gods is usually
shown as taking place in a withered and lifeless forest,
under a red sun.
A fourth subject that is popular with
makers of large, expensive mosaics, is Melek stealing
the Silver Circlet, which was a wedding gift from Lorathai
to Myrthai. Melek is shown as sneaking the shining artefact
off his sleeping mother’s head.
Animal statues
The alfar decorate their rooms and public spaces with
large and medium-sized clay statues, which are covered
in colourful mosaic tiles. In general, the tiles on these
statues are be more brightly coloured (orange, red and
yellow is common) than those on wall- or floorbound decorations.
All mosaic-covered statues depict an animal of some kind,
with lizards, snakes, leatherwings and dark dragons being
most common. The statues are placed on floors and ceilings,
and small, lightweight ones are even attached to walls
and ceilings.
Light orbs
Instead of torches and lamps, the alfar illuminate their
settlements using orbs of magical light in three different
colours: completely white, bluish white, and a stark yellow.
The orbs are sometimes set to swirl slowly, in predetermined
patterns, around the points they are set to illuminate.
In general, they are designed to accentuate the rich colour-play
of Nagast rock, rather than to be decorative in their
own right.
Standard light orbs are approximately
one meter in diameter. Individual houses are sometimes
illuminated by orbs that are exactly half the size of
those used on major buildings. Indoor lighting is provided
by orbs that are little bigger than alfar fists, which
are either swirling or fixed in place.
The orbs used for indoor illumination
come in a greater variety of colours than those used outside.
The preferred inside colours include red, green, purple,
blue, and a golden shade of yellow.
Alfar
architecture
The alfar shape their buildings out of cavern floors,
giving them a natural, semi-organic look. Alfar structures
tend to have rounded corners, sloping roofs, and arched
windows and doors. Using the natural rock as a base, the
alfar use magic to add colour patterns, and then decorate
further with intricate carvings.
Alfar holdings are surrounded by very
tall, slender stone walls. Tooth-like protrusions rise
with regular intervals, and while these are mostly decorative,
they also discourage attacks by Darkgliders and Dark Dragons.
Alfar clan halls are large buildings
that stand in the heart of their holdings. These structures
usually consist of a single round chamber which is connected
to other buildings by tubular tunnels across the cavern
floor.
Manthe tunnels
The large Manthe spiders spin the cloth from which most
alfar garments are made. The body of the female Manthe
is covered in grey, fur-like hair, and is approximately
80 cm long. When their equally fur-covered legs are taken
into account, an average cloth spider measures a formidable
200 cm from front- to hind legs. The male Manthe are much
smaller, and serve only breeding purposes.
Cloth spiders are fairly docile creatures,
which are not equipped with poison glands. Their fangs
are rather impressive, however, and Manthe will attack
when provoked (bumped into, etc.) Consequently, Sarkih
slaves (see below) are used for gathering the web, while
the cloth weaving itself is performed by alfar specialists.
The Manthe are kept in long, tubular
tunnels, which have been excavated on the outskirts of
alfar settlements. Usually, the pens of the gatherer slaves
and the huts of the weavers make a village unto itself,
its inhabitants rarely mingling with the people of the
town proper. The highly specialized weavers are not trained
for combat, and they are therefore something of a pariah
caste in alfar society. Occasionally, crippled individuals
will be re-trained as weavers, but usually the less-than-coveted
occupation is passed on from parent to child. Sarkihya
slaves are occasionally trained as weavers, but they seldom
attain the level of skill needed to create, for instance,
armour and manthe-silk.
Mushroom farms
The alfar cultivate a wide variety of mushrooms, which
thrive in the humid climate of the caverns. Mushroom fields
surround every settlement and, while most strains are
used as food, some have uses that are more sinister.
Alfar poison is extracted from various
types of fungi. Fields of poisonous fungi are kept under
constant guard, and the processes involved in creating
different mixtures are known only to the priesthood, and
to the specialized - often human - slaves, who do the
actual mixing. These slaves are heavily guarded, and they
usually grow weak rapidly from inhaling poisonous fumes.
Mushrooms called dammar are an important
part of the alfar diet. Vast fields of these giants, which
stand almost 3 meters tall when fully grown, dominate
the outskirts of alfar caverns. Dammar are white in colour
and give off a yellowy sheen which cover Dammar fields
in a faint, ghostly light. These giant mushrooms tend
to droop slightly unless their surplus growth has been
harvested recently. Slaves under alfar supervision tend
the crops by slicing off ready-to-eat meat at regular
intervals.
Sandor
The sandor is a large, subterranean lizard, which is used
as a beast of burden by the alfar. While quite slow, they
are immensely strong, and capable of pulling heavy loads.
Sandor are used for construction work, and for transporting
cargo on the passageways which connect the cities of Nagast.
An adult sandor is approximately 250
cm from snout to tail. Their yellow, rugged hide is very
thick, and they are well suited for enduring the low temperatures
of unsettled caverns and long passageways. Alfar equip
sandor with leather harnesses that cover their torsos,
to which straps and ropes are attached when there is work
to be done.
For the purpose of pulling wagons,
a single sandor will usually get the job done, no matter
how heavy the load is. During construction work, however,
entire teams of the huge lizards are put to work - pulling
slabs of rock, raising pillars, etc.
Sandor are peaceful creatures, which
only put their sharp fangs and claws to use if there are
no escape routes available. Female Sandor have been known
to become aggressive, and occasionally turn on their keepers,
in the period directly preceding childbirth. Thus, they
are usually taken out of service while pregnant. An enraged
and cornered Sandor can be quite a formidable foe.
The alfar keep their sandor packs
in sunken pits on the outskirts of their holdings. The
pits are encircled by tall stone walls with a single large
gate on one side.
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