Lu'nak

Date: Tue, 26 Mar 1996 14:41:44 -0500 From: Gregory Cox To: Multiple recipients of list Subject: Stuff on the Lu'nak...
Lu'Nak (Iy. The Blue Spires)

Notes to the reader: This information was used in my game and therefore it has some names that you might not recognize. Raylen is a Duranaki Mystic in my game.

This Elven forest was wasted by Syrkakar (?) forces (4166 TE?), which, in turn, was replaced by Shards. But Elves still exist; they are in hiding. The teleport gate in the Lu'Nak that Raylen has access to is left over from the late Elves rule. Only 11 in existence, 7 exist in the Lu'Nak. They can Jump an individual into the Ethereal Plane, to the 4 Jumpsites in Urulan, & to each other with experience. Made by High Elves long ago, their Gates are protected by song, flowers, and "Electricity". Plus its damn hard to understand (9 written Uscurac, & at least three ranks in specialized Elven Font). Their powers can only be used at dawn (rising sun) & at dusk (setting sun). The sun shines upon the stone during teleport. These are the obstacles to overcome for teleportation.

1. The time of day (dawn and dusk).

2. The direction that the caster faces (make it up; my suggestion is due north for winter (Eissar), east for spring (Orianar), south for summer (Phaon-ar), and west for fall/autumn (Shaal-ar/Ilourar).

3. A teleport list or High Elven (9 ranks written Uscurac, plus 3 specialized ranks of Elven Font).

4. Singing roll of 101 (yes, singing skill; remember that men cannot speak Iylar properly, and that is because they cannot sing it).

There are no Syrkakar left; they have all been killed by shards. There is a hint in one of the books. This is from memory:

	...Beware of wooden pedastals,

	Thrones hewn of ancient woods unbright.

	And if there should be a stone, 

	Run and seek safety in open light.

	For with a glow and a mist or rouge

	There will be not right.

	First Six, then one, then all will war

	The land torn by blight.			Ugus Fost (TE 4166)

Ok, it's not from memory. I found the reference.

Look on page 34-35 of the Atlas Addendum for more information on the Shards. They also tell the location of the lats. I believe the reference of Dir is just another name for the Lu'Nak.

I have no map, but I can tell you what I was going to put into it before the characters decided to do an about-face and leave. Heh-heh. Scared 'em.

1. Mystical, mystical shit.2

2. It must be foggy all the time, even if it's summer and bright outside the forest.

3. The trees are HUGE (see Jaiman reference).

4. Players should be discouraged from cutting the beautiful trees down. Why do you think they go so tall?

5. Enchanted nature allows for interesting encounters with Fey, including remnants of the Wood Elves.

6. Sometimes northern Saralians tribes forage, but only during daylight hours (so they can exit into the light if chased by who knows what). These Saralians are not the dark-haired brutes of southern Saralis (north of the Pelyar mountains), but with strong influence from the remnants of the Haidic tribes (which are more celtic in nature, sometimes with body tattoos).

7. Jump-gates (described above). Remember that the nature of the circular stones are not apparent to anybody but a person that has a very high written Uscurac, and it may be necessary to know a smattering of Iylar.

8. There is a High-Elf (Fair-Elf) leader of the Wood elves, but she is non-corporeal.

9. There should be some areas of the wood that are dark and spooky that even elves do not go. I suggest some very strange demi-planes of strange druidic lands, mystical creatures, and the like.

10. And perhaps, the Shards still live. Research them carefull before running them. I'm sure you will find them absolutely lethal, especially to the unprepared groups. They once took on 5 15+ level PC's and killed half of them, including Kier-ees (hey Mike!). Fortunately, they could teleport away, but they had to leave a few people behind....

Heeheehee...

Snapper, PCK

I'll keep it coming... Trade routes of Rhakhaan and information on U-Lyshak is next...