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Sorting through an old box of papers from my old Imther/Amber Fort Campaign, I came across two small decks of 'cards': one of spirits common to the region south and west of the Elf (Amber) Sea, and one of events. Figured I'd share some of these in the event that someone might find them of use. This first bit is a set of some spirits. It includes their name, common associations (their rune, plus an abstract association); positive and negative associations (whether these are spirit places or something else, I don't recall); primary skill/power indicating some type of skill or magic granted; their primary traits (drawn from Pendragon at the time); other spirits they variously loved, feared, were loyal to (i.e. friendly), or hated; their home in the Spirit World; and other places in the Spirit World that they could readily access (or show others how to access). Spirit Name Primary Association Positive Negative Primary Skill/Power Primary Traits Love Fear Loyalty Hate Home Passage to… Sky River Boatman Fire, "the boat" Sky River The Eddy Sail Sky Boat, Strength Brave, Lazy Silent Sky, Silver Star, Star Guide Ravenous Mouth, Dark Maw, Water's Edge Azar, Mistress Morande The Walker Sky River Ancestor's Place, Bright Glades Greybelly Hare Beast, The Great Dash The Footing The Hunters Dodge, Hide Energetic, Cowardly Tender Shoot, Low Runner Twilight Owl, Blood Claw Hawk, Winter Wolf Summer Wind Red Fox, Silver Fox, Ravenous Mouth The Root Hole Green Wood, Ancestor's Place King Beaver Beast, The Living Heart The Home The Disorder Craft: Wood, Swim Energetic, Prudent Tender Shoot, The Willow Fast Current Summer Wind, Still Waters Mistress Morande, Lady of the Long Tresses The Dam Long Bog, Ancestor's Place Black Speckled Lady Water, The Source The Home Rushing Waters Control Insect, Control Disease Cruel, Prudent Black Speckled Frog Azar, Wide Mouth Turtle, Bog Snake Morakin Green Skinned Lady, Amber Clam, Marsh Rat Badwater Swamp Shadow Wood, Stagnant Pool Lady of the Long Tresses Water, The Source The Friend The Kings Dance, Sing Energetic, Chaste Mistress Morande, Singing Rocks Azar, Golden Eyed Youth, Winter King Morakin, River Children, Summer Wind Crumbling Rock, King Beaver Amber Mouth Green Wood, Rising Sea The Old Bleeding King (aka Dying Sun) Fire, The Blood The Everlasting The Danger Lawspeaking, Silence Proud, Just Golden Eyed Youth, Glowing Ember Hunter of the Beacon, The Rager Horned Owl, Old Flint, Master of the Beacon Black Crow, Winter King Sunspike Bright Glades, Storm's Rage Horned Owl Truth, The Wisdom The Place of Watching The Fools Celestial Lore, Scan Worldly, Prudent Silent Sky, Still Grasses Hunter of the Beacon Twilight Owl, The Old Bleeding King, Red Fox, Silver Fox, Drummer of Logs Overarching Elm Shadow Wood, Ancestor's Place The Walker Man, Movement,The Traveler The Paths The Ending Track, Pathmaking Energetic, Arbitrary Rigtaina, Votank Bad Man, Two-faced Man, Winter King Brother Dog, Long West Gale Azar, River Children, Sky River Boatman anywhere Shadow Wood, Ancestor's Place Father Bear Beast, The Ancestor The Home The Shadow Wrestling, Track Indulgent, Suspicious Mistress Morande, Song Warbler, Berry Girl, Singing Rocks Hand of Ice, Shadow Taker Gathering Squirrel, Upriver Salmon Masked Bandit, Black Speckled Lady The Old Den Storm's Rage, Ancestor's Place Long West Gale Storm, The Gale The Movement The Stagnation Wind Call, Increase Wind Brave, Arbitrary Thundering Bull, Dancing Leaves Master of the Beacon, Bind of Knots The Twisting Hand, The Walker Summer Wind, Sky King Circling Winds Storm's Rage, Shadow Wood The Burner Fire, The Rage The Dance The Ending Firemaking, Consume Plants Indulgent, Arbitrary Sky King Binder of Knots, Mistress Morande, Azar, Thundering Rains Morakin, The Old Bleeding King, Old Flint Black Speckled Lady, Lady of the Long Tresses Firebrand Bright Glades, Burning Plain
Prompted by Hervé Carteau's note in the G+ forum, I posted the following fragment in G+ from my reworked Imther reflecting GtG and other input from Jeff and others over the years. I figure it might be more easily accessed here. As it is the area of Imther closest to Balazar, it may be of interest to those running Griffin Mountain-derived campaigns, particularly around Elkoi and the Elf Sea. Amber Fort is situated at the mouth of the Gap River (known to Balazarings as the West River - clearly a complete misnomer from the Imtherian and Lunar standpoint). Most of the clans in the eastern wilds of Imther are descendants of Orlanthi who refused to accept the Lunar Way and followed ancient traditions of withdrawing into the wilds to wait for the Day When the Winds Return. To: Iridascius, Aide to Quinscion, His Most Excellent General of Procurement and Disbursement, Mirin’s Cross Fr: Galacrustus, Geographer, Sage of Irripi Ontor, Imperial Survey Office, Hilltown Dated: Crescent-Come, Stasis, Dark, 7/46 The bad weather continues to make the roads, aside from Hwarin’s Singing Trail, all but impassable; and merchants venturing along the latter report attacks by particularly hostile spirits of darkness. With such news from the roads, it was difficult to even find a carrier for this report and impossible to find any caravan venturing out! So I remain here at Hwarin’s temple where her most reverend priestess, Rasefala, has seen fit to open the temple archives to me. I had not realized the Jannisor collection was so extensive! Did you realize that despite so many stories of this great hero, that it’s impossible to discern amongst which tribe or clan he was actually born? With this note you will find my survey of the eastern wilds, or as much as I could actually obtain given the hostility shown to all strangers! Thankfully, the merchant Appchus, a garrulous old trader who claimed Jillaro as his place of birth and bemoaned the current state of Imther, accompanied me for much of the journey. He is certainly well-versed and knows all the greetings of Alakarma, Khelmal, and Orlanth, and many of the knots of Gordaval; necessary he claimed if we wished to keep the clansmen peaceable. And, yes, the region is still under the stormy grip of Orlanth, though the clans seem to spend all their time squabbling with each other – as I heard from many of them: “no one can make me do anything!” Yours, Galacrustus. Eastern Wilds Clans Size: possibly 10,000 Clans: 13 Holy Sites: Old Oak, Skald’s Rock, Selkow’s First Tor, Wind Ridge Tor Beyond the Daltach lands stretches vast forest clear to the Elf Sea. It is a harsh, rugged, and broken land with wild untamed rivers, fields of tumbled stones said to be the broken limbs of ancient giants, and sharp rocky ridgelines. The clans here favor Orlanth, the Lady of the Wild, and their unruly children and kin. Once a great hero named Selkow formed a tribe here, and one clan still claims his name and his hills for their own, but the tribe is long gone and the current clans have formed from the dregs and refugees of other lands who fled here over the last wanes. They live by the barbarous Orlanthi mottoes: “No one can make me do anything” and “Violence is always an option”; and their blood feuds carry on from generation to generation. Amber Fort "The Amber Clan", "The New Clan", "The Sea Clan", Chief: Bulverius Ambereye The Etyries merchant Bulverius sought for many years to gain a great trade venture. After many ill-conceived schemes he finally convinced the Lunar Provincial Administration to grant him land upon the Elf Sea at the mouth of the Gap River at the close of the Civil War in Imther. He brought with him Lunar army veterans looking for plots of land, disgruntled refugees from the Civil War lurking in both Imther and Vanch, and an assortment of craftsmen, workers, and slaves culled from Saird. A great cache of amber has brought quick success to this wilderness outpost, as well as the envy and dislike of nearby Imtherian clans and Votanki tribesmen. The inhabitants have embarked upon a ritual to establish a wyter and form a new clan. Haylfang "The Dawn Clan", "The Bearwalker Clan" Chief: Old Vangorl Velorlanthsson Haylfang Vangonsson brought the Secret of the Bear, the Heart of Zardur, and the Horn of Last Mead to the Three Rivers land. Haylfang sought Velhara and gave her the Five Great Trophies to claim the place of his clan in the rugged wilds. His son, Umbarth, proved he was of the Bear when he slew the Moon Sakkar and took the great fangs for his own and placed them in the Great Hall. His grandson, Grorth, proved he was of the Bear when he ripped apart the Tentacled Salmon that could swim on land and run in the water, and reclaimed the Gap Ferry. His great-grandson, Torsoth the Grim, gained the Coonskin Cap and the Tooth of Wisdom and courted Orsahla of the Wild. With her aid, the clan fought the demon steeds and the Fire hordes who sought to burn down the wild lands and slay all the beasts, whether divine or spirit or essence. The great Bearwalkers are still feared by all the clans of the wild.