ATHENS — A Greek archaeologist who has been leading a 20-year excavation in northern Greece said on Thursday that he believed he had unearthed the tomb of Aristotle.
In an address at a conference in Thessaloniki, Greece, commemorating the 2,400th anniversary of Aristotle’s birth, the archaeologist, Konstantinos Sismanidis, said he had “no proof but strong indications, as certain as one can be,” to support his claim.
The tomb was in a structure unearthed in the ancient village of Stagira, where Aristotle was born, about 40 miles east of Thessaloniki. According to Mr. Sismanidis, the structure was a monument erected in Aristotle’s honor after his death in 322 B.C.
“We had found the tomb,” he said. “We’ve now also found the altar referred to in ancient texts, as well as the road leading to the tomb, which was very close to the city’s ancient marketplace within the city settlement.”
Although the evidence of whose tomb it was is circumstantial, several characteristics — its location and panoramic view; its positioning at the center of a square marble floor; and the time of its construction, estimated to be at the very beginning of the Hellenistic period, which started after the death of Aristotle’s most famous student, Alexander the Great, in 323 B.C. — “all lead to the conclusion that the remains of the arched structure are part of what was once the tomb-shrine of Aristotle,” Mr. Sismanidis said.
Aristotle, who was born in 384 B.C., was a pupil of Plato in Athens and became a crucial figure in the emergence of Western philosophy. His work forms the basis of modern logic, and his metaphysics became an integral part of Christian theology. His “Poetics” still offers penetrating analysis of what works, and does not work, in theater. King Philip II of Macedon engaged him as a tutor to his son Alexander.
A separate excavation in another part of northern Greece, Amphipolis, in 2014 led to the discovery of the largest ancient tomb ever found in the country. Speculation linking the tomb to Alexander the Great set off huge media interest, but archaeologists later concluded that it had probably been built for a close companion of the king and conqueror.
So I’ve been working on some other things in my spare time while not working on my novel The Old Manfor NaNoWriMo. One of those things is I have been continuing with design work upon The Perfect Dungeon (working title).
One of the ideas I had this week was for the Terror Trove. (That’s the working term – it is a sort of obverse image of the Treasure Hoard as I’ll explain in a moment.)
The Terror Trove originated as a secret mountainous cave area in the wet-desert just outside the main ancient city ruins around which the Perfect Dungeon story primarily revolves.
A man who was both a powerful Cleric and a powerful Wizard decided that he would take it upon himself to seek to discover and “hoard” every evil artefact and relic he could locate.
His original intention was to construct an “Apotroev” (a reverse treasure hoard – one that was magically and physically separated from our world and one that could never again be plundered) so powerful and so carefully hermetically sealed that the powerful items he placed there would be in effect forever cut off from and removed from the rest of the world. Thereby sealed away, never to be discovered or employed as a threat again these items were magically exiled from the world since the Cleric Wizard (named Arsoginserl, though also sometimes called Insarl the Illuminare) could find no method of destroying most of these things.
“Arsoginserl’s Apotroev” worked very well for centuries after his death, but eventually, due to earthquakes and due to the fact that some of these artefacts and relics were so powerful they began to consume and absorb one another the Apotroev weakened. The evil and magic in them thus multiplied many times in power and force effectively “irradiating evil and magic out into the surrounding world” just as a shielded bunker designed to store radioactive waste might leak if damaged or overwhelmed.
Eventually this was one of the reasons that led to the demise of the original and ancient city of Pesharan.
Anyway Arsoginserl’s Apotroev will be one of the potential sandbox areas attached to the Perfect Dungeon (which is actually a campaign series) if the players want to seek to find and explore it.
However by this point, nearly a millennium after it was originally populated and sealed most of the items have been consumed by the more powerful artefacts and relics and the “survivors” are at war with each other. All of the survivors are by this time either artificially intelligent or sentient or inhabited by evil spirits, or all of the above. And all of these surviving “items” desire to escape back into the wider world. Making them incredibly cunning and dangerous and desperate. Even exposure to the still sealed Apotroev itself has powerful, malignant, and long lasting side effects upon anyone approaching it.
Also buried in the Apotroev, in a secret compartment never discovered by even the most powerful artefacts and relics trapped there, are a number of preserved relics from Arsoginserl himself, such as his robe, his mitre, his crooked staff, his Roseheart, a book of Arsoginserl’s prophecies, a book of his personally created spells (otherwise unknown), his Communion Rod, other valuables, and the Benegemm (an experimental gemstone Arsoginserl himself had created with the help of an angelic ally) with which he hoped to one day cure evil and nullify evil magic. No one knows how far Arsoginserl got in the development and perfection of the Benegemm but it was reputed to have many marvelous capabilities and properties (even if it was still unable to cure evil) by the one account that ever mentioned it. Such as soft-burying and freeing the souls of certain undead creatures. Or encouraging certain criminals to take up a monastic or religious life. Or even to become a Cleric.
The story of the Benegemm is supposedly indirectly related to the famous tale of the thief Tarand Moirloss who later converted from his life of crime and became the famous Cleric Larlfast Urlinger. Moirloss accidentally touched the Benegemm hoping to examine it for potential value and was immediately struck “dead” for seven days. Moirloss recovered in his tomb chamber and was able to dig his way around the setting stone of his tomb and escape his premature grave. Moirloss then sought out Arsoginserl who gave him the legendary Seven Penances of Supernal Peril to complete after which Moirloss converted and was renamed Larlfast Urlinger the Upright. Urlinger is the same cleric often credited with having created the “quill of the thrice inscribed god.”
Though some say that Urlinger became a wandering Cleric-Wizard like his mentor and abbot Arsoginserl, and that the quill was actually constructed by another, a Sage and Hermit named Ramonil the Righteous.
This is not my article, but I post it for the Design of Things to Come because it so poignantly displays to me how easy it is to convert the new 5th Edition Dungeons and Dragon Rules to various types of Fantasy Role Play milieus. Similar to how easy it was to convert AD&D in the same way.
I think that fact alone is an important lesson for Game Designers and Developers. Be they Computer, Electronic, Parallel Reality, Role-Play, Tabletop, or eventually, even Virtual Reality game designers and developers.
Behind the Screens
By Dan Helmick – 04/13/2015
I’m a longtime D&D player, but I’m also a sucker for urban fantasy. With the Dungeon Master’s Guide and some tweaking, I’ve begun to use the fifth edition rules to explore the possibilities of gunplay in a modern fantasy setting.
I was crazy about the Urban Arcana campaign setting in particular. The scenario was a familiar one, seemingly plucked from my own daydreams. D&D monsters and magic (called “Shadow” within the setting) are finding their way into our world. The vast majority of humankind remains largely ignorant of this development, thanks to our awesome capacity for denial. Only a small number of humans and friendly Shadowkind races can even perceive—much less combat—the threats that such an incursion brings.
I ran my Urban Arcana campaign for six years. By that point, other games had clamored for my attention, but I never forgot how interested I was in the marriage of D&D to urban fantasy. When the fifth edition Dungeon Master’s Guide was released last December, I knew without a doubt that my first homebrew setting using the new rules would be an updated take on Urban Arcana, adapting firearms and modern armor for use in an urban fantasy game.
Rules of Engagement
The Dungeon Master’s Guide provides optional rules for firearms in D&D—including modern and even futuristic weapons. However, this left me in a quandary regarding character defenses. In a typical fantasy setting, adventurers, guards, and other possible combatants are fully expected to wear armor. There are no social penalties when characters are observed in full armor while going about their business. Modern settings are a different animal in this regard.
Using the old d20 Modern Core Rulebook as a guide, and tweaking the math for fifth edition, I created armor options for my “5e Modern” campaign. Because it can be assumed that most characters operate undercover, incognito, or simply in an unobtrusive manner for at least part of the time, I made sure that those options included concealable armor. More obvious armor—whether riot armor, flak jackets, or Land Warrior milspec armor—will likely have an affect on characters’ social ability checks and their ability to move freely in your campaign. By that same token, armor might afford bonuses to Charisma (Intimidation) checks.
Modern Armor
Armor
Armor Class (AC)
Strength
Stealth
Properties
Weight
Light Armor
Heavy coat
11 + Dex modifier
—
Disadvantage
—
6 lb.
Leather jacket
11 + Dex modifier
—
—
—
4 lb.
Light undercover shirt
11 + Dex modifier
—
—
DR/2 ballistic
2 lb.
Kevlar-lined coat
12 + Dex modifier
—
—
DR/2 ballistic
8 lb.
Undercover vest
13 + Dex modifier
—
—
DR/2 ballistic
3 lb.
Medium Armor
Concealable vest
13 + Dex modifier (max 2)
—
—
DR/3 ballistic
4 lb.
Light-duty vest
14 + Dex modifier (max 3)
—
—
DR/3 ballistic
8 lb.
Tactical vest
15 + Dex modifier (max 2)
Str 10
Disadvantage
Resistance: ballistic
10 lb.
Heavy Armor
Special response vest
15
Str 10
Disadvantage
Resistance: ballistic
15 lb.
Land Warrior armor
17
Str 13
Disadvantage
DR/5 ballistic/slashing
10 lb.
Forced entry unit
18
Str 13
Disadvantage
Resistance: ballistic/slashing
20 lb.
As you can see from the table, many of the heavier armors grant damage reduction (DR) or resistance to several damage types, including a new damage type: ballistic damage. In game terms, ballistic damage is the type of damage that firearms inflict, and is a subset of piercing damage. This means that all ballistic damage counts as piercing damage, but not all piercing damage counts as ballistic damage. Magical effects or creature properties that grant resistance to piercing damage also apply to ballistic damage, but effects or properties reducing ballistic damage do not automatically apply to piercing damage.
(Armor in my game currently has no price because my modern ruleset uses a wealth system for characters, similar to that used in d20 Modern. Characters gain equipment based on their wealth, rather than tracking income and expenses. I won’t get into the full system here, but it might make a good topic for a later installment of Behind the Screens.)
Who Gets What?
Because of the high potential damage granted to firearms, it was also necessary to introduce a complication or condition in order to balance their use with more traditional modes of attack. In my campaign, a character proficient with a firearm does not automatically add any proficiency bonus to the attack roll. Rather, proficiency with a firearm allows a character to use a bonus action to take the aim action, which adds the character’s proficiency bonus to the attack roll. Without taking the aim action (or if a character is using a firearm without proficiency), the shooter receives only the benefit of a Dexterity bonus on the attack roll.
When it came to weapon proficiencies, I decided that several classes would enjoy proficiency with firearms, while others would have to earn their proficiency with multiclassing or by training through the use of downtime days (see the Player’s Handbook). I divided firearms into two basic classes: sidearms (for anything up to a submachine gun) and long arms (for anything up to a light machine gun.) Anything heavier—such as a heavy machine gun, a rocket-propelled grenade launcher, or a flamethrower—is given special dispensation according to the in-game situation. In my own campaign, I created a feat called Heavy Weapon Specialist that allows proficiency in all modern weapons heavier than a medium machine gun wielded by an unassisted individual on foot. I also made this feat available as a fighting style for the fighter class.
Firearm Proficiencies by Class
Class
Firearm Proficiency
Bard
Sidearms
Barbarian
Long arms
Cleric
None (though possibly granted through domains such as City or War)
Druid
None
Fighter
Long arms and sidearms
Monk
Sidearms
Paladin
Long arms and sidearms
Ranger
Long arms and sidearms
Rogue
Long arms or sidearms (chosen at character creation)
Sorcerer
None
Warlock
None (though sidearms and long arms can be created through the Pact of the Blade class feature)
Wizard
None (though sidearm proficiency might be granted through the School of Technomancy)
Hold up! City Domain? School of Technomancy? I’ll get into those next time!
About the Author
Daniel Helmick is a contractor attached to the Dungeons & Dragons R&D department, formerly of the D&D Insider studio at Wizards of the Coast. He has contributed numerous articles and adventures to Dungeon and Dragon magazines, as well as the Tyranny of Dragons and Elemental Evil Adventurers League programs. He’s thinking about getting a cat, but he’s torn between the names Trapspringer and Dragonbait.
I don’t know how many of you RPG players who frequent my blog are old enough to remember the Empire of the Petal Throne (in Tekumel).
I’m old enough to remember both it and the original Blackmoor, and I bought and played both, though some short time after their original releases.
In any case I always thought Empire of the Petal Throne, not just the D&D setting, but the entire milieu (fictional and gaming) was one of the very most interesting fantasy mileus/worlds ever invented.
So in honor of this I will be making some posts, today and in the near future, on this brilliant and fascinating fantasy setting, and world.
Anyway, to you younger players, or to you older players who still remember this world and this setting, you should find this interesting.
At what point does a world become real? You can detail the languages, cultures, personalities, political systems, histories … but beyond all this is something more that can bring a world alive in the imagination … and make it almost exist.
The world of Tékumel is complex—steeped in history, hoary tradition, a complex clan and social system, myriad flora and fauna. There is a proverb for every time and place, several complete languages and their beautiful scripts, and thirty-four forms of the personal pronoun ‘you’ in Tsolyáni.
This section holds canonical information (recognised by Professor Barker as ‘official’ or ‘real’ Tékumel) about the world of Tékumel that has been previously published in various game systems, sourcebooks and novels. Over time The Eye of Illuminating Glory section will become a comprehensive overview of all aspects of the world of Tékumel: history, races, maps, cultures, language, militaria, arcana and more.
You are about to enter the world of Tékumel, the incredible work of imagination by Professor M.A.R. Barker.
If you’ve never encountered Tékumel before, you’ve stumbled upon an entire world the equal of Tolkien’s Middle-earth in detail and wonder: thousands of years of history, entire languages, rich cultures, unique creatures, bloody conflicts and fascinating mysteries.
Whether a new visitor or an old fan, there’s a world to explore here at the official home of M.A.R. Barker’s Tékumel:
Lots of fascinating information to immerse you in the rich science-fantasy world of Tékumel. We’ll explore the world’s history, the most common gods worshipped, some of the strange beings that share the planet with mankind, and a comprehensive collection of maps of the northern continent.
Hard-to-find information from now-defunct fanzines and online mailing lists, including the Eye of All-Seeing Wonder and Visitations of Glory. Visit Tékumel Tales for fiction set on Tékumel. You’ll find useful links to other sites and discussions, plus The Blue Room, a vast repository of information.
Want to talk with other explorers of Tékumel? The Forums.
Recently I have been involved in a number of different projects that have left me little time for blogging. I have been writing the lyrics for my second album, Locus Eater, I have been writing and plotting my novel The Basilegate, I have been putting together a crowdfunding project for one of my inventions and one of my games, I have been helping with and compiling material for my wife’s new career as a public speaker, and helping my oldest daughter prepare to enter college. In addition I have been speaking with and seeking a new agent. I have even been preparing a new paper on some of the work of Archimedes and what I have gleaned from it. Finally I have been preparing my Spring Offensive, which is now completed.
All of which have kept me extremely busy.
However I have not been entirely ignoring my blogging either. In background I have been preparing a much improved Publication Schedule for all five of my blogs, my business blog Launch Port, my design and gaming blog Wyrdwend, my personal blog The Missal, my amalgamated blog Omneus, and this blog, Tome and Tomb.
Now that most of these other pressing matters are well underway and on an even keel this allows me more time to return to blogging.
So below you will find my new Publication Schedule which I’ll also keep posted as one of the header pages on my blogs.
So, starting on Monday, March the 15th, 2015, and unless something unforeseen interferes this will be the Publication Schedule for this blog every week, including the Topic Titles and the general list of Subject Matters for that given day. That way my readers can know what to expect of any given day and what I intend to publish for that day. I will also occasionally make off-topic post as interesting material presents itself.
Tome and Tomb – 9:00 – 10:00 AM
Monday: Gameplay – Games of all kinds, Hobbies, Media, Entertainment Tuesday: Design of Things to Come – Design, GAPD Post, Essay Wednesday: All-Thing – Reader Discussions and Commenting, Reblogs Thursday: The Forge – Tools, Linked In, etc. Friday: Lost Library – Archaeology, History, Media Saturday: Resurrected Relics – Reblog best Personal Post, Review Sunday – Sabbath
“I love video games, but you can’t beat the magic in the personal interaction around a table.” — Filamena Young
Just as there really is no such thing as a best book or movie, there is no best roleplaying game, or even best in a particular category. But if you’re looking for something new to try, this selection of games will help. The games were selected to cover a wide spectrum of game mechanics, settings, and play styles. Some are well known, others relatively obscure. Some are licensed from video games, movies, TV shows, or books. Some are free for download, and several provide free quickstart PDFs.
Select an image to read a full page writeup about that game, including overview information, three of the things that make the game stand out out, purchasing information, and links to reviews and community sites.
I recently went on a deep undercover writing assignment. My goal was to infiltrate a local Dungeons & Dragons group and make them believe I could be one of them, just for one night, so that I could write about the shenanigans that are role playing games.
I wanted to try something new, and my boyfriend kept going on and on about Pathfinder (which is an off shoot of Dungeons & Dragons, basically) so I figured hey, I could go for 4 hours and give it a shot, blog about it, and then move on. That was six months ago. The reason I didn’t write the blog post was because I’m still playing it and you know what? It’s really cool.
Image: James Bowe via FlickrUntil I started dating my boyfriend I always thought Pathfinder was just someone mispronouncing “Pathfinders,” and that they were referring to that later version of Girl Guides where teenagers learn how to braid and roast s’mores over a bonfire while singing Kumbaya. Which is why I found it really confusing when my boyfriend told me he was going to join a Pathfinder group. It became less confusing when he explained to me that Pathfinder is an RPG (role playing game) much like Dungeons and Dragons. I mean, I still found the whole Dungeons and Dragons thing confusing, but at least I wasn’t picturing my boyfriend learning how to braid his beard while wearing a green vest full of badges anymore.
So I began to learn bits and pieces of what playing an RPG is like because I like taking interest in my boyfriend’s interests. He would come home from game night and regale me with tales of his journey through what I assumed was Middle Earth. He went on and on about slaying all sorts of monsters and finding treasures, and he talked about the jokes that were made during the night and it seemed like fun. It basically sounded like Game of Thrones if Game of Thrones were a comedy on FX. He explained to me that Pathfinder was like the younger sibling of Dungeons and Dragons. Basically if Dungeons and Dragons were Disney, Pathfinder would be Pixar.
Part of me wanted to try Pathfinder as soon as my boyfriend began explaining it to me, but there was still part of me that grew up being told “Dungeons and Dragons just isn’t cool.” This was long before Community did an episode on it, of course. I hate to admit it but I heard whispers about the people playing Dungeons and Dragons in high school, and it always seemed frowned upon. It was just Darwinism coming into play when I found myself never wanting to associate with Dungeons and Dragons. I didn’t want to get pummeled to death in the school yard. I didn’t want to be turned upside down and have my lunch money stolen.
So I continued on through my life associating RPGs with wedgies and swirlies, and I probably even snickered negatively on occasion when people talked about their Dungeons and Dragons days. And then something wonderful happened: I woke up one day and realized that I didn’t want to be at all associated with the people who bullied other people for playing games in their basement. I realized that it’s cool to do whatever the heck you want to do if it makes you happy. Trust me, that’s a hard thing to realize when you come from the small town I come from. If you replace dancing with Dungeons and Dragons then my hometown is essentially the town from Footloose.
It’s no real secret that my boyfriend is a “nerd,” as some people would say. He reads comic books, he watches sci-fi shows and movies, he plays board games and role playing games. For years now I have been toeing the “nerd” line myself. I grew up watching shows like Buffy and Dark Angel. I always loved sci-fi movies more than any other genre. But that was where it ended. I didn’t play games. I didn’t read comics or fantasy novels. If you asked me what “the TARDIS” was, I would assume it was some sort of French dessert. And I certainly didn’t have a sweet clue what a D20 was.
Obviously when you spend a lot of time with another human being, you tend to take on some of their interests as your own. It was only natural that I would sit down and watch all of Battlestar Galactica and Doctor Who with my boyfriend. Of course I would go to Comic Con in Montreal with him next. Then came the board games like Munchkin and Carcassone. I enjoyed everything he introduced me to. So naturally when he started talking about Pathfinder I began to wonder if it was something I could enjoy with him.
I’ve made a couple of changes to my live Hot Roleplaying Games chart. The chart monitors over a quarter of a million forum members and approaching a thousand blogs on a selection of major independent RPG discussion forums to create an overall sample of what games are being discussed on the web. The changes I’ve made are as follows (they will take 90 days to fully reflect, though):
•OSR games are now counted via a public system datafile which you can find here. You are able to edit and add games yourself. The system currently tracks over 160 OSR games. If something is missing, you can add it right there by editing the wiki page. The system updates itself monthly.
•There are now separate entries for Paizo Official and WotC Official to the entries for D&D and Pathfinder. This is because the system does not typically measure a company’s official forums, and as such figures would skew the samples unless *all* official forums could be included. However, folks did ask for them, so I have included scanning of WotC’s and Paizo’s official forums. The reason it’s separate is so that you can exclude it for comparison purposes, as those are the only official forums included. Therefore, treat those entries simply as being for information purposes, and feel free to compare the two to directly *each other* but your shouldn’t count them when comparing overall brand traffic. It’s important to realize that those two companies will be over-represented if you include them when comparing against games other than Pathfinder or D&D.
•That said, the data’s there, so you can add it to the other entries if you want to. Up to you what you do with the raw data! Enjoy it, ignore it, announce loudly why it’s wrong, whatever you like!
As a reminder, it’ll take 90 days for the stats to fully catch up with the changes, as the new tracking began today (thought the OSR list shouldn’t change much – it’s the same list it was using before, but is public now).
This article was originally published in forum thread: Hot Roleplaying Games started by Morrus View original post
When Moscow-based photographer Darya Kondratyeva isn’t snapping family, maternity or baby photos, she creates enchanting photos that seem like re-interpretations of old fairytales or legends. The models in her photos seem like they could be witches, princesses or forest spirits.
Aside from her models, trained animals feature heavily in Kondratyeva’s fantasy photography as well. Each one seems like it might open its mouth and whisper a wise secret into the model’s ear.
Kondratyeva’s work is similar to that of Katerina Plotnikova and Margarita Kareva, two other Russian photographers we’ve written about who also have sharp eyes for capturing folkloric images and settings.
And can you just imagine what you could encode in these puppies?
Also by way of fiction and/or gaming, just imagine a book you could open that would create either magically interactive landscapes such as these or holoconic/holographic ones that you could explore or further encode or explore…
By the way I now highly recommend the blog Colossal.
Artist Guy Laramee (previously) has recently completed a number of new sculptural works where he transforms thick tomes into incredible topographical features including mountains, caves, volcanoes, and even water. Many of the works are part of a new project titled Guan Yin, a series of work dedicated to the forces that enable individuals to endure grief and pain, or in his words “the mysterious forces thanks to which we can traverse ordeals.” If you happen to be near Quebec, a number of Laramee’s works are currently on view at Expression gallery in Saint-Hyacinthe through August 12.
Update: You can also see a number of works by Laramée at Foster/White Gallery in Seattle.
ARSOGINSERL’S APOTROEV: THE TERROR TROVE
Nov 8
Posted by occu77
ARSOGINSERL’S APOTROEV
So I’ve been working on some other things in my spare time while not working on my novel The Old Man for NaNoWriMo. One of those things is I have been continuing with design work upon The Perfect Dungeon (working title).
One of the ideas I had this week was for the Terror Trove. (That’s the working term – it is a sort of obverse image of the Treasure Hoard as I’ll explain in a moment.)
The Terror Trove originated as a secret mountainous cave area in the wet-desert just outside the main ancient city ruins around which the Perfect Dungeon story primarily revolves.
A man who was both a powerful Cleric and a powerful Wizard decided that he would take it upon himself to seek to discover and “hoard” every evil artefact and relic he could locate.
His original intention was to construct an “Apotroev” (a reverse treasure hoard – one that was magically and physically separated from our world and one that could never again be plundered) so powerful and so carefully hermetically sealed that the powerful items he placed there would be in effect forever cut off from and removed from the rest of the world. Thereby sealed away, never to be discovered or employed as a threat again these items were magically exiled from the world since the Cleric Wizard (named Arsoginserl, though also sometimes called Insarl the Illuminare) could find no method of destroying most of these things.
“Arsoginserl’s Apotroev” worked very well for centuries after his death, but eventually, due to earthquakes and due to the fact that some of these artefacts and relics were so powerful they began to consume and absorb one another the Apotroev weakened. The evil and magic in them thus multiplied many times in power and force effectively “irradiating evil and magic out into the surrounding world” just as a shielded bunker designed to store radioactive waste might leak if damaged or overwhelmed.
Eventually this was one of the reasons that led to the demise of the original and ancient city of Pesharan.
Anyway Arsoginserl’s Apotroev will be one of the potential sandbox areas attached to the Perfect Dungeon (which is actually a campaign series) if the players want to seek to find and explore it.
However by this point, nearly a millennium after it was originally populated and sealed most of the items have been consumed by the more powerful artefacts and relics and the “survivors” are at war with each other. All of the survivors are by this time either artificially intelligent or sentient or inhabited by evil spirits, or all of the above. And all of these surviving “items” desire to escape back into the wider world. Making them incredibly cunning and dangerous and desperate. Even exposure to the still sealed Apotroev itself has powerful, malignant, and long lasting side effects upon anyone approaching it.
Also buried in the Apotroev, in a secret compartment never discovered by even the most powerful artefacts and relics trapped there, are a number of preserved relics from Arsoginserl himself, such as his robe, his mitre, his crooked staff, his Roseheart, a book of Arsoginserl’s prophecies, a book of his personally created spells (otherwise unknown), his Communion Rod, other valuables, and the Benegemm (an experimental gemstone Arsoginserl himself had created with the help of an angelic ally) with which he hoped to one day cure evil and nullify evil magic. No one knows how far Arsoginserl got in the development and perfection of the Benegemm but it was reputed to have many marvelous capabilities and properties (even if it was still unable to cure evil) by the one account that ever mentioned it. Such as soft-burying and freeing the souls of certain undead creatures. Or encouraging certain criminals to take up a monastic or religious life. Or even to become a Cleric.
The story of the Benegemm is supposedly indirectly related to the famous tale of the thief Tarand Moirloss who later converted from his life of crime and became the famous Cleric Larlfast Urlinger. Moirloss accidentally touched the Benegemm hoping to examine it for potential value and was immediately struck “dead” for seven days. Moirloss recovered in his tomb chamber and was able to dig his way around the setting stone of his tomb and escape his premature grave. Moirloss then sought out Arsoginserl who gave him the legendary Seven Penances of Supernal Peril to complete after which Moirloss converted and was renamed Larlfast Urlinger the Upright. Urlinger is the same cleric often credited with having created the “quill of the thrice inscribed god.”
Though some say that Urlinger became a wandering Cleric-Wizard like his mentor and abbot Arsoginserl, and that the quill was actually constructed by another, a Sage and Hermit named Ramonil the Righteous.
http://nanowrimo.org/forums/all-ages-coffee-house/threads/270499
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