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May 23, 2024, 10:18:58 AM
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#91
General - Deryni / Second Sight
Last post by Bynw - April 22, 2024, 10:00:03 AM
Second Sight comes up from time to time within KK's works. And in chat this has been discussed a few times. It is an aspect of Deryniness but more like trace Deryni blood rather than full on Deryni or "half-Deryni".

So what can someone with Second Sight do?
What are the limitations?
#92
Interviews / Re: KK Interview
Last post by tmcd - April 21, 2024, 03:07:57 PM
I'm listening to the podcast, and KK mentions having stuff saved that she thinks is good but might be used in the future. (I can't back up so I can't recheck my memory.) I recently heard that Raymond Chandler (noir detective writer) had pages of quips and metaphors that he typed up, and when he got a chance to use one, he'd cross it off his list and write down where it was. The one I remember is one he never got to use,

"She had a nice cool goddamnyou smile."

Photos on Bluesky

From the days when ethnic "jokes" were still a thing: "Too weak to lift a Scotchman's tip."

"I left her with her virtue intact, but it was a struggle. She almost won." Et cetera.

But I digress off the topic.
#93
Interviews / Re: KK Interview
Last post by Laurna - April 21, 2024, 12:16:36 AM
Katherine is a judge this week at Writers of Future, so I was looking at their lists of podcasts and I re-found this interview with Katherine and I very much enjoyed listening to it for the second time. I do recommend it if you have not heard it yet.  It is podcast number 136.  I hope she has a good week at the event.
#94
DoctorM's FanFic / Re: Two Kingdoms 46 - Seeker
Last post by DoctorM - April 19, 2024, 09:36:57 PM
Quote from: Jerusha on April 19, 2024, 06:42:09 PMStefan Coram from a different point of view.  Interesting.

What people see of themselves in the mirror isn't always what they look like. And I do agree with Brechlin's view of things, I think.
#95
DoctorM's FanFic / Re: Two Kingdoms 46 - Seeker
Last post by Jerusha - April 19, 2024, 06:42:09 PM
Stefan Coram from a different point of view.  Interesting.
#96
DoctorM's FanFic / Two Kingdoms 46 - Seeker
Last post by DoctorM - April 18, 2024, 03:19:40 PM
TWO KINGDOMS 46 - SEEKERS

This is the forty-sixth part of an AU construction about a Gwynedd where the duel at Kelson Haldane's coronation went very differently indeed. We are now almost three years into the Gwynedd Wars-- Charissa's new kingdom at Valoret against the Haldanes in the south and the kingdom of Torenth in the east. This episode takes place a few days after "Roadways". As always, comments and suggestions are appreciated.

****

Bishop Brechlin is tapping a stylus against his notes. Kheldour and the Grey Death are across the great desk from him.  It's a summer morning in Valoret, and outside the great windows there's a cool wind in from the northwest. The bishop looks across at Kheldour.

"This man Stefan Coram," Brechlin says. "Who is he and what do you know about him?"

Kheldour picks up his cup and sips at it. It's kahwa this morning, dark and rich and thick. "A scholar," the Shadow Queen's husband says. "He's been a scholar since he was very young."

Brechlin frowns. "What does he read? Where did he teach?"

Kheldour looks over at the Grey Death and smiles. Meetings with Brechlin always feel like being a boy and being examined in front of your tutor.

"Philosophy," Kheldour says. "He's been a reader in Philosophy and Law. Some History. He was at Laas for a while. Maybe at Remigny, a long time ago. Maybe at Beldour when he was first a Magister. He was always itinerant.  He dislikes his past, I think. He likes being an enigma."

"Of course he does." Brechlin taps at the desktop again. "But never at a court?"

Kheldour shrugs. "Not that I've ever heard. His admirers— and he does have them —call him a fearless seeker after truth."

Brechlin makes a face. "One of those."

The Queen's husband nods. "Oh, yes."

The bishop leans back in his chair. "I know the kind. It's always the fearless seekers after truth who end up killing more people than quartan fever and the summer plague combined. What else?"

"The story is that he was born in Torenth, but I think that's doubtful. He speaks Torenthi perfectly, but I don't think it's his first language. He's supposed to be in his forties, but that's doubtful, too. He's probably older. One story is that he was a tanner's son, but nobody believes that. He's gentry-born; you can always tell. He supposedly took minor orders once upon a time, too."

Brechlin raises an eyebrow. "A Deryni? That has to be in the Eastern Church."

Kheldour opens one hand. "In Tigre, I think.That's quasi-Western, anyway. Looser standards and less rigor, too. And, you know, the rules don't really apply to Coram."

"They wouldn't. I know his kind: a scholar and a fanatic. And he's head of this Deryni high council."

Kheldour looks over at the Grey Death and back. "He is now. He's had his own coup. He's taken charge and he's replacing everyone who might not follow him."

Brechlin looks down at his notes. "That would include this Lord Hagen from Autun and the Lady Roiste from the Connait. I understand they'll both be returning to Valoret with the Queen."

Kheldour draws in a breath "They are. They're both particular friends of the Queen."

"I'll need to talk to them."

"You'll have to ask the Queen directly about that. Especially about Kyri de Roiste. And... the Council is a badly-kept secret, but I think Kyri and Lord Hagen won't be willing to just defy their oaths to it."

Brechlin looks at him hard. "This Deryni council, my lord Kheldour— exactly what is its remit?"

Kheldour holds Brechlin's stare, "Two things. It was supposed to give aid and comfort to Deryni in the days of the Harrowing. It was supposed to help them escape persecution, help them re-settle, help them hide. And maybe defend them as well. It just didn't do a lot of defending, and it hasn't done much providing aid lately, either."

"What else? What's the second thing?"

"Discipline Deryni who wouldn't keep their heads down. Discipline Deryni who don't follow the approved narrative of how to behave and think. Discipline Deryni who behaved badly."

Brechlin's face sets. "Its own laws, its own enforcers, am I correct? It claims to govern Deryni apart from the crown."

"That's not wrong. The council isn't what it once was, but you're not wrong."

"Does it claim to govern all Deryni?" The bishop is looking at the Grey Death.

Aurelian shakes his head. "The Council of Saint Camber is an Eleven Kingdoms thing. Maybe just a thing west of the Rheljans. We didn't have it at home, and we didn't have anything like it. Not in my home city."

The stylus is tapping again at the notes. Brechlin looks up. "And this Stefan Coram and you crossed one another's paths before, I believe. What happened?"

Kheldour takes a breath. Yes, I'm a schoolboy again, he thinks. "My lord bishop, I wrote a book. Coram had me called up in front of the council for writing it. He told me that I was undermining the council and that I was a threat to all Deryni."

"This would be...The Venture of Caeriesse, no?  Not Philosophy, I think. Nor Law. Neither of which would interest you. So it's History." He smiles bleakly. "Whose story were you telling? And Caeriesse is...what?"

Kheldour slides down a bit in his chair. He slides the cup away from himself on the desk. "The book was about the origins of the Deryni. Caeriesse is a place, or maybe was a place. It's supposed to be where the Deryni came from. There's a bad poem about it. It's the missing Eleventh Kingdom. It sank beneath the sea, all in a day and a night. Or maybe over a few dozen years.  Maybe. The Deryni fled from there to what turned into Gwynedd. None of which I particularly believe."

"Where was it, your missing kingdom?"

"That's a open question, my lord bishop. Maybe far out in the Western Sea. Maybe in the Kheldish Gulf. Maybe anywhere. If you sail around west by Ballymar, just before you turn south to go down by Kilarden, there's a chain of little islands that go out north-northwest. They're Les Escaliers, the Stairsteps, mostly called The Skaleers. The story is that if you sail to the end of the Skaleers you can look down in the water and see Caeriesse."

"Can you?"

Kheldour shrugs again. "It's open ocean there— black water. Out there, it must be a couple of miles down, maybe more. You could sink all Rhemuth and all Beldour there and no one would ever find them. Again, it's not something I much believe."

Brechlin is looking at the Grey Death. "My lord Aurelian, in your home city, where do they say the Deryni come from?"

Marc-Friedrich Aurelian shrugs. "We've always been there, my lord bishop. The city's been there something like eight hundred years. House Aurelian have been there for something like seven hundred of those years. My tutors told me that there were newer Deryni houses that came over the Grand Channel about six hundred years ago. I never heard about Caeriesse until I came to these kingdoms."

"The Moors say that there were Deryni in the far south long before the Messenger of God came to the Moors." Kheldour looks around. What he wants is a map, or maybe a lectern. "The Furstans came out of the East. Their own legend is that they followed a ghostly white hart all the way over the steppe to where Torenth is now. They were already Deryni." He smiles. "Coram hated that. He hated that I used Moorish records. He hated that I said that Deryni grew up alongside non-Deyni from the beginning. He hated that I said that Deryni weren't supposed to be something special and didn't have some ordained special purpose."

"That matters to Coram...why?"

"Stefan effing Coram wants to be God's red right hand. He thinks that the Deryni are tools God's given him to make a new world. Caeriesse explains why Gwynedd is special, and if it's special, it needs someone like him. He thinks the Haldanes are the link between ordinary people and the Deryni. Bad metaphor, and I'm sorry, but he thinks Deryni and non-Deryni should be linked together and he should be holding the chain."

"So he wants to kill you."

"He wants to kill the Queen. He wants the Haldanes, or maybe just the right Haldanes, ruling Gwynedd. He wants me dead because I'm the Queen's husband and because I talked back to him in front of the Council. You've been to Church debates— schoolmen and bishops calling each other vile names in Latin. Coram and I said a lot of nasty things in Latin and Torenthi to each other. I mean...that doesn't matter. I've been called a lot worse-- I was a light-horse captain, after all. But he talks about making a new and hallowed world, about making Deryni see what they should be. Let's emphasize the should."

Brechlin's own smile is bleak as the northern sea. "What I'm hearing," he says, "is that he'll do a new Harrowing. Everyone says the Shadow Queen wants to burn the world down, but what the Queen wants is to re-draw the maps and set up a new dynasty and government. What your Master Stefan wants is something different." He tosses the stylus to one side. "I told the Queen once that the aim of any government should be to make life ordinary and boring. There's stability and order and ordinary people can lead ordinary lives and never have to think about grand delusions. Hallowing the world and renewing souls brings on harrowings. Always. This man Coram— he's a threat to the Queen, and to order. And that's a truth I know."

"I'm going to kill him. That's as certain as anything can ever be."

"Let's not wait. We'll be fighting in the Rheljans soon enough. It looks like the Duke of Corwyn is finally closing in on Warin de Grey and his rebels, so we'll be fighting in the south, too. One fanatic gone, and we don't need another. I know you're going up to Gwernach soon, but...as Queen's Justiciar and her first minister...use whatever resources you need." He raps with his episcopal ring on the desk. "Let's clear away at least one set of enemies before the storm breaks."



















#97
Forgotten Shadows / Re: FS Game System and Rules
Last post by Bynw - April 18, 2024, 02:08:07 PM
Weapon Proficiency Groups and Specific Weapons


Light Melee Weapons
  • Dagger
  • Short Sword
  • Hand Axe
  • Rapier
  • Mace
  • Staff
  • Club

Heavy Melee Weapons
  • Great Sword
  • War Axe
  • Spear
  • Polearm
  • Two-Handed Flail
  • War Hammer

Ranged Weapons
  • Sling
  • Crossbow
  • Bow
#98
Forgotten Shadows / Re: FS Player Characters
Last post by Bynw - April 18, 2024, 10:13:31 AM
Character Creation

Character creation is done in 6 simple steps.
  • Pick your character's Heritage (Human or Deryni)
  • Determine your character's Traits
  • Pick a Weapon Group Proficiency and a Specific Weapon Mastery
  • Determine your character's appearance and gear
  • Pick a Family Trade (this is what the character was trained in before becoming an adventurer
  • Choose a Belief (this is a driving principle that the character lives by)

One you have all of these chosen. Post your character to this thread for approval.
#99
Forgotten Shadows / FS Heritages
Last post by Bynw - April 17, 2024, 08:46:56 PM

Heritages

There are only 2 Heritages allowed in Forgotten Shadows. If, as a player, you want to try to convince me that something else should be available in Katherine's world. By all means you can make your argument privately for the inclusion. If it's good enough you might just get it. But there would be only 1 exception.

Human
Humans are well, human. And outnumber the Deryni.

Hit Points: 6
Heritage Trait: None, but they get to pick a bonus Trait.


Deryni
The Deryni have hereditary Power. This makes them in many ways superior to Humans. Which the Humans have been known to resent.

Hit Points: 6
Heritage Trait: Power


Please note. There is no Half-Deryni Heritage. Half-Deryni, when looking through the multitude of Deryni novels by Katherine Kurtz, has always been used as a slur against the individual. If they were born with Power. They are Deryni. Calling someone with Power, a half-Deryni, is akin to calling them a mudblood in another fandom.
#100
Forgotten Shadows / Re: FS Character Traits
Last post by Bynw - April 15, 2024, 03:35:01 PM
Deryni Traits

  • Power
    • Healer
      • Blocker
    • Telekinesis
    • Spell-Trained*
      • Shapechange
      • Sword Spell
      • Ritual Magic
        • Awaken
        • Deryni Master


These are the know Deryni Power Traits. Each Trait has a detailed summary below. There are possibly additional Deryni Power Traits that await rediscovery.

Power: Power is neither good or evil. It is how you use it.
You have enough Deryni blood to manifest powers, or you are an Awakened Human. You are able to manifest an array of abilities that can cause fear in those without Power. All of your Power abilities are at Disadvantage. Touch or line-of-sight is often necessary to be successful.

Healer: I have taken an oath to harm no one.
The Power Trait is required to possess this Trait.
You are able to heal wounds and other ailments with a touch. A Standard Test is required to heal wounds. If successful, roll 1d6+1 for the amount of Hit Points that are restored. To heal other ailments, such as disease or curing poison. The Test is at Disadvantage.

Blocker: I can make the voices in your head go away.
The Healer Trait is required to possess this Trait.
You are able to block the use of Deryni Powers in any Deryni or Awakened Human. Effectively making them into a standard Human without Power. Use of this Trait requires a successful Test and physical contact with the subject. There is no Save Test against this Trait. The effect is permanent, but it can be reversed by another application of the Blocker Trait.

Telekinesis: If we concentrate, we can move it.
The Power Trait is required to possess this Trait.
You can manipulate small objects with just a thought. You must be able to see the object. Test at Disadvantage.

Spell-Trained: A fully Trained Deryni is a dangerous thing.
You have been formally trained in the Powers of the Deryni. This opens up additional manifestations of Deryni Power. All your Deryni Power Tests are now at the Standard 2d6.
A non-awakened Human can take this Trait without Power, they can make a Standard Test to identify specific Deryni manifestations in use.

Shapechange: You shapechanged?!
The Spell-Trained Trait is required to possess this Trait.
With a Standard Test you can change your own appearance to that of someone that you can see. This can also be used on someone else if you can physically touch them. To change your appearance without a model, the Test is at Disadvantage. The subject's voice can also be modified as can gender. The effect will hold even while sleeping. However, it is not permanent and must be renewed from time to time.

Sword Spell: It's a little grey on the edges.
The Spell-Trained Trait is required to possess this Trait.
This is a last resort effort in protecting others or in making a devastating attack. Use of this Trait is always Exhausting. The Deryni channels all of their power, usually along a blade for better accuracy. An Easy Standard Test is made. If the Test fails, the Deryni is Exhausted and looses 3 Hit Points. If the Test is successful, there is a blast of pure energy along the sword that hits the target. The Deryni is Exhausted and loses 1 Hit Point for every Power Trait they have plus 1d6 Hit Points. The sword is twisted and half melted from the outpour of energy as a result. And the target also suffers a tremendous amount of damage, if they are human sized they are charred beyond recognition. Structures will likewise be damaged. The extent is determined by the Game Master. This is usually used as a last act of a dying character to save others.

Ritual Magic: What wonders we can do.
The Spell-Trained Trait is required to possess this Trait.
You have been trained in the use of Rituals to further expand your Deryni Powers to the fullest. Some Rituals require multiple participants and others only require the solitary Deryni. Rituals succeed on an Easy Standard Test.

Awaken: A special gift for those we favor.
The Ritual Magic Trait is required to possess this Trait.
This is a special Trait and Deryni Ritual. With the proper assumption Ritual a Human can be granted permanent Deryni-like Powers. On a successful Test the newly Awakened Human automatically gains the Power Trait. Additional Traits can be given during the Awakening Ritual as long as at least one participant possess it. A Test at Disadvantage is must be made for any additional Power Traits. An Awakened Human is then treated like any other Deryni and can learn additional Traits on their own.

Deryni Master: The power that I command is more than you can imagine.
The Ritual Magic Trait is required to possess this Trait.
To be a Deryni Master takes years of training and practice. All of your Power Tests are now made with Advantage. The Game Master is the judge on what you can or cannot achieve with this power.