HAGTHORPE PRISON: Large correctional facility located on a “Floating Rock” in the eastern reaches of Brindval.
HAITATHE: Species of giant, hermaphroditic creatures who once were plentiful in the northern areas of Kana. Not native to Kana, the Haitathe were transplanted to Kana by the Elders in a similar fashion as the Elder-Kind were. What purpose the Elders had for bringing to Haitathe to Kana is not well understood, however some scholars believe that they were intended to be interbred to the Elder-Kind and create a strong, long-lived offspring.
The Haitathe, however, proved to be too war-like and cruel to live in peace with the Elder-Kind. They almost instantly made war upon the tribes of Vith and Esther, subjugating and enslaving a fair portion of them. More troubling, the Haitathe quickly developed a distinct taste for Elder-Kind flesh and sought to feed upon them as cattle.
The Elders, seeing the situation deteriorating, granted to the Vith the Gifts of the Mind so that they could combat the Haitathe. With these Gifts, the Vith proved to be able to hold their own, and, under the leadership of Homma of Telmus Falls, began a long campaign to remove them from the north. In search of easier targets, the Haitathe migrated to the south and the east and began attacking the tribes of Esther and Hala. Having had enough of their aggressive behavior, the Elders removed a great bulk of the Haitathe population on Kana and returned them to their original unknown home world. However, a small percentage of Haitathe evaded relocation and remain on Kana to this day, hiding in the shadows, ever an enemy.
It should be noted that much of the richness and history of the Vith culture and mythology derives either wholly or in part from their dealings with the Haitathe. Images of the Haitathe appear emblazoned on many Vith Great House coat-of-arms, including House Blanchefort, Bloodstein and Durst, Tartan and Clovis. Additionally, many Vith Great Houses can trace Haitathe blood somewhere in their history.
The Haitathe are a bizarre male/female creature of giant size. They begin life looking like a rather tall male Elder-Kind and became more and more female as they get older. The average size of these young male Haitathe was 6’5 to seven feet. A young Haitathe could be fairly tame and agreeable. As the Haitathe aged, they began growing additional female parts, including arms, breasts, genitalia and a head which would remain small and hidden until needed—they normally added one full set every twenty years. It is thought that each set of female parts maintained its own consciousness and therefore the Haitathe would hear many voices in its head, each struggling for control. Normally the most domineering and brutal voice would hold sway. Having both male and female parts, Haitathe always self-replicated. Unlike the Elder-kind who were engineered to remain young throughout their lives, the Haitathe age and become old at a slow but progressive rate (In the case of Lord Milton, it was thought he had Cloaked himself to appear old, but his withered face was real).
The Haitathe’s head was not a critical area, and would quickly grow back a new female head if the male head was lost. If the Haitathe possessed four sets of arms, it could lose up to four heads—losing the forth however would be fatal. The female arms were very strong and were rather rubbery, fully able to stretch quite a distance and flatten out against their bodies as to almost be invisible. They could also stick to walls and scale them like a bug. They also had the unusual ability to remember everything experienced and were capable of performing incredibly complex mathematical computations all in their head without error.
Haitathe are known to not require sleep, however, they may still partake of sleep if they allow themselves to do so. Haitathe who sleep often become addicted to it and will sometimes sleep for years at a time.
If a Haitathe became enraged, they would grow, often times, to about twenty feet tall. Occasionally a Giant-sized Haitathe would become stuck in such a state and be a distinct target. Their demeanor was generally extremely war-like and brutal, and they could be just as nasty to themselves as to the Vith. Bloodfeuds between Haitathe were horrific affairs. To the Vith and the rest of the Elder-Kind they were singularly cruel—at first enslaving, then feasting upon them. There are a number of documented instances where a Vith hero was able to tame a Haitathe to a certain degree, as with Holt of the Mountain. They admired strength most of all, and if a Vith hero demonstrated enough strength, then the Haitathe would sometimes calm and offer the Vith respect, loyalty, even love. It has been said that the ancient, and gigantic, Vith Queen Emmira was in fact a Haitathe in disguise. It is also thought in some teachings, that the original Sisters had a strong Haitathe ancestry.
HALA: 1)—Region in the south-eastern corner of the Kanan northern continent. Largest cities are Feren, Bern and Hala. 2)—One of the seven tribes of man who settled into the south eastern corner of the northern continent, symbolized by a sheaf of wheat. Known for being farmers and simple workers. Notable Hala families: Vincent, Bodice, Thompson and Wayreth.
HALL OF MIRRORS: Threshold from one plane of reality to another. If one wishes to cross into another plane of reality, one must first cross through the Hall of Mirrors, and that is not a simple task. Jumping from one reality to the next is dangerous to the well-being of the universe as a whole and the Hall exists to actively prevent such a thing. There are safeguards built into it to punish or eliminate those attempting to do so. It is not a naturally occurring phenomena. Its creators and/or custodians are unknown.
SUMMONING THE HALL:
It is possible to summon the Hall of Mirrors to oneself via technological, arcane and telepathic means. Those consciously seeking to pass through the Hall tend to draw its wrath much more than those who unconsciously summon it via telepathic means.
AN UNFASTNESS IN SPACE AND TIME:
The Hall of Mirrors has no set appearance or size, yet it has a rigid set of characteristics which, no matter what it looks like or how big it is, are always present. It has no set location or place of habitation and can appear anywhere given the correct circumstances. The accepted rules of time and space do not apply when within the Hall. Time might stop when inside the Hall, or ages may pass.
It has two specific parts, the Hall of Mundane and the Hall of Possibilities
THE HALL OF MUNDANE:
The Hall of Mundane (HM) is the entry point to the Hall. It is where one came from and almost always where one exits. Given the changeable nature of the Hall, it is very difficult to know when one is inside the HM and when one is not. Some people, be it intentionally or unintentionally, have the ability to summon the Hall of Mirrors to them and spend a great deal of their lives rolling about within the HM, blissfully unaware of where they are. People with his ability are known as Mirrorbrugs and are valuable commodities to those who actively seek to penetrate the Hall.
The HM is a safe portion of the Hall of Mirrors. Moving about in it does not trigger the potent defenses lurking in the second part of the Hall: The Hall of Possibilities.
THE HALL OF POSSIBILITIES:
The next section of the Hall of Mirrors is the Hall of Possibilities (HP). Like the previous Hall, it too has no set appearance and can look like anything, however, those actively seeking to pass through it often describe the HP as looking like a dank stone corridor running to the left and right. To the left is the next plane of reality and the exit of the Hall. To the right is the chamber of a destructive entity known as the Shadow tech Goddess. The Shadow tech Goddess is the main defense of the Hall and those entering the HP invariably stir her up and draw her ire.
Guarding the intersection between the two Halls is a device known as the Anatameter. The Anatameter is the key, the locked door preventing passage from the HM to the HP. With it in place, almost all attempts to pass are thwarted, most do not suspect they were ever in the Hall of Mirrors and encountered the Anatameter in the first place. It is not completely foolproof as certain Extra-Planar Entities are able to pass it without notice. The Anatameter devices are created by a skilled set of craftsmen known as the Anamatics. It appears to be the case that the Anatameter takes on the intent of the Anamatic who created it. If they are kind, then the Anatameter will behave in a kind fashion and not harm those trying to pass it. If they are cruel, then bad things will happen to those encountering it, including the unleashing of the Shadow tech Goddess.
An Anatameter may be created specifically for certain individuals. Anamatics sometimes do this, though the payment they require is said to be quite steep. In such cases, the Hall of Mirrors will be drawn to that person at their peril.
THE NODES OF REALITY:
Within the Hall of Possibilities are alcoves cut into the stone at regular intervals, these are the Nodes of Reality. The function of the Nodes is not well understood. They are thought to be a Minor Defense of the Hall and are invoked when ones gains access to the HP. Some scholars, like Hannah-Ben Shurlamp, EVoR of the University of Dee, speculate that one’s true love or one’s greatest enemy emerge from the Nodes and serve as a passive distraction to those entering the HP.
THE SHADOW TECH GODDESS:
Possibly the least understood facet to the Hall of Mirrors is the entity known as the Shadow tech Goddess. She inhabits the right-hand portion of the Hall of Possibilities and is meant to destroy any attempting to pass through the HP. She is like a coiled-up trap, waiting to strike. There is no known method of defeating her, though it has been speculated that discovering her true identity disarms her to some extent. Occasionally she has been known to continue on out of the Hall of Mundane and destroy everything she encounters, making her a Destroyer of Universes as well. She had been known to become interested in certain individuals and draw them to her–her reasoning behind this is unknown. She is said to wear a helmet completely covering her face and a robe of living Shadow tech.
HALOFLUGE: Vith word for nightmare. A disturbing dream that may or may not have actually happened.
HAMMER: Type of Black Hat specializing in fighting. Black Hat Hammers use their Shadow tech in a very basic and brutish fashion concentrating on death-dealing and creating damage. Black Hat Hammers can typically hold their own singly against entire armies.
HARBOR LIGHTS: Other (House Witherspoon): The HARBOR LIGHTS is an odd but effective counter weapon. Taking the form of a stuffed bear or other type of stuffed animal with odd, gemlike eyes, the HARBOR LIGHTS effectively absorbed the power of other LosCapricos weapons, rendering them dead. It does not work against weapons that rely on cutting, however, all other LosCapricos weapons will not function in the HARBOR LIGHTS presence. Once it has absorbed the power of other LosCapricos weapons, it may fire a deadly blue beam from its eyes causing instant death. The meaning of its name is unknown.
HARRSPRUNG: (Vith) Mythical rabbit-like creature said to be the bane of farmers and gardeners throughout Vithland. The Vith tell stories of the Harrsprung stealing into their fields and gardens and making off with the finest of fruits or the most perfect of flowers. Further Vith tales tell if the Harrsprung can be captured, it will deliver vast riches in return for its release, though the creature is said to be virtually uncatchable. The sect of socialites called the Ballwigs use the Harrsprung as their symbol.
HATHALINE, CAPTAIN, LADY OF DURST (03019ax-03179ax): (Sta, W, C) Seventh of seven Durst daughters, Hathaline (the “line” in her name characteristic of all Durst females) was born a Hulgismen clone of Sygillis of Metatron. Her pregnant mother was killed in a second attempt to abduct Lady Poe of Blanchefort—a Shadow tech female. Near to term, Lady Hermilane cut her free from her dead mother’s belly and cradled her—not quite certain what to do with the infant. When Sadric, who was away sabotaging a Grenville party, returned Hermilane confronted him with this tiny, green-eyed child. Knowing that their friends, the Dursts, had recently given birth to a still-born son, Sadric offered her to them, to help diminish their pain. Hesitant at first, they soon grew to love the beautiful baby girl, named her Hathaline, and raised her as their own, never telling her of her strange origins. She grew into a lovely child, powerful with the Gifts, fully able to perform three of them and particularly powerful with the Stare—she almost killed a servant in a fit of childish anger with it once.
Being close friends with the nearby House of Blanchefort, Hathaline befriended Davage, a boy similar to her in age. Becoming constant companions, Hathaline early on determined that she would marry Davage—that a Blanchefort-Durst pairing would be a very fashionable match, though Davage never showed her much romantic interest. Davage had the Sight, a Gift inherited from his father and Hathaline, wishing to please him, managed to create a sort of pseudo-Sight using her potent Stare as a substitute.
As young adults, “Hath” was thrilled that Davage finally seemed to be taking a liking to her as a romantic partner, but that’s when “The Wedding” took the League by storm. Davage’s father, Sadric, cooked up a crazy scheme to end the League-Xaphan conflict by uniting the two sides with a highly-placed wedding. Princess Marilith from the House of Xandarr, was selected from the Xaphan side and she toured the Great Houses of the League seeking a suitable match.
Hathaline was enraged when she learned that Marilith, of all the choices available to her, had selected Davage. Stewing, brooding, determined, Hathaline was not going to allow her childhood love to go off with another woman without a fierce struggle. Hathaline had discovered a rare and obscure form of the Stare called the Cloud by the Sisterhood. The Cloud had the effect of distorting a person’s psychic signature, allowing certain things to be amplified and other things diminished. Knowing that Davage’s protective older sister Pardock, a master Starer, was going to look Marilith over, she Clouded Marilith, making her appear to be a hideous psychotic psychopath who would lead Davage into darkness and murder half of the League. Horrified by what she had seen in Marilith, Pardock threw down the baton at their wedding, refusing for them to be wed and ending the dream of The Wedding forever.
Victorious, Hathaline waited for Davage, ever-consoling, loving and understanding to return and take her as his bride. Davage though had a hard time recovering, his wounded heart slow to heal and, wanting to put the memory of Marilith behind him, joined the Stellar Fleet and became a starship helmsman. Undeterred, Hathaline followed him, joining the Stellar Fleet herself and became a junior navigator. Eventually, as Davage became a Fleet Captain, he selected Hath to be his Master Navigator, and then his First Officer. Liking the acclaim and prestige associated with being in the Fleet, Hath was eventually appointed to the Captain’s chair of the DART, the SEEKER’s sister ship. Together, she and Davage soared the stars, fighting the Xaphans and sharing one adventure after another. Soon, soon, Davage would surely ask her hand in marriage.
Again, as before, another woman showed up to push Hathaline aside. This time it was a ship’s captain from far away named Demona of Ryel. Proud, aged in face and matronly, Davage found himself taken with her and offered his Zen-La . Spurned again, left out again, Hathaline became spiteful and she put Captain Kathryn, as Davage called her, to a vicious Stare, not caring whether she lived or died. When Davage discovered what Hath had done, he was enraged and he told the weeping Hathaline that would never forgive her. Heartbroken, Hathaline went away in her ship, determined to win his friendship back. There, in an obscure place called Mirendra, Hathaline discovered a Xaphan plot led by Princess Marilith of Xandarr to sneak attack the League using a strange device called the Zero Weapon that would cause their canister missiles to explode in their magazines. Desperately trying to get word of this insidious plot back to the League, her ship was ambushed, attacked on all sides and partially destroyed. Dying, her First Officer, Maiaxe, threw Hathaline into a life pod and sent it away as Marilith applied the final blow to the DART, killing all aboard. Floating in her life pod, her oxygen supply running out, she recorded a last message to Davage, begging his forgiveness and describing the plot against them. She then proclaimed her eternal love for him and died. Eventually her life pod was located by Davage, where he, mourning for his friend, led the charge in a second, decisive battle at Mirendra. Afterwards, he took Hathaline’s body back to Durst castle and buried her there as a hero. Although she died in 03179ax, her gravestone was inscribed 2962-3154 using the Vertus scale of time and date measurement, as was House Durst tradition. (LoE: SM)
HATHALINE, LADY OF BLANCHEFORT (03029ax–) (Str, Si) Vith: Second daughter of Lord Davage and Countess Sygillis of Blanchefort, Lady Hathaline was always her father’s favorite. Red-haired like her mother, Hathaline was a born pilot and was taught to fly by her father at an early age. It is conjectured that Lady Hathaline, when she was forty years old, was abducted by the Kestral Oligarchy and transformed into a Killanjo monster where she attacked and nearly killed Lord Kabyl of Blanchefort. The Temple of the Exploding head was destroyed and she was never abducted, instead, she joined the Fleet and soared the stars as her father’s helmsman. (LoE: TotEH)
HAZARDS OF THE OLD ONES: Series of long, dark tunnels situated at the southern base of the Tartan Mountains on Kana, it is said the Hazards of the Old Ones guard a terrible secret. Twisting and turning, the Hazards run for literally thousands of miles under the Tartan Mountains, emerging again on the northern base. Impenetrably dark, they are generally avoided altogether, though it is often considered a test of courage among Great Houses to see how far one can get before turning back—usually it is not far. A “Hazard Lunch” is a term for a fad the developed to not enter the Hazards, but simply have lunch near them–the goal being to finish the meal without fleeing. Even Captain Davage, an otherwise fearless man, found the Hazards to be the one place where he fears to tread—his Sight piercing the darkness to a horrifying sight—one he would never talk about again.
HAZEL BOMB: Type of medium range anti-personnel bomb which inundates an area with an invasive, fast-drying resin that is very effective in either crushing or suffocating living beings. The Hazel resin will coat virtually anything within a given range until a reagent is applied, thus sparing any hardware assets.
HEAD SWARM: Wakeful catatonic state people of the tribes of Monama enter into when facing their deaths. A defensive mechanism to allow Monamas to face a cruel and brutal death in relative calm. Once a Monama enters into a Head Swarm it can be very difficult to revive them from it.
HEARTH RIVER: The largest river on Onaris and the largest river in the League. Over five thousand miles long, the Hearth River starts in the mountains in the North Pinthrop area and makes its long way south, dividing the South Pinthrop area from Calvertland. The Hearth branches off into two large forks,one heading due south, the other snaking west off across the wild plains of Calvertland emptying out just north of Tusck. Both branches are known as the Hearth. Many of Onaris’ larger cities are situated on the banks of the Hearth, including Thorgrim, Heade (often called Heade–on-the-Hearth) and Tusck.
HECKLA WALL (or HECKLA GATE): Arcane wall made from basalt stone or volcanic glass, Heckla Walls are considered to be extremely dangerous and declared illegal in the League by the Sisterhood of Light in 000257AX. These walls are said to be composed of many small nooks and hole that may be peered into. Heckla Walls are said to be connected with distant points in time, either the remote future or the distant past. Looking into the holes carved into a Heckla Wall can, sometimes, reveal scenes from the past or future. Those looking into the holes can become “possessed” if conditions are correct. Whenever these walls are discovered, the Sisters quickly confiscate them. What is done with these walls is not known.
HEDGEPETH: The Hedgepeth is a dangerous region of League space within the vast Bell Nebula near Beta Regio. It consists of a gallery of failed stars that came apart during their formation. In modern times it is a turbid region dangerous with gravity wells, fatal radiation (even with the benefit of heavy shielding) and swarms of fast-moving micro meteors that can easily shred a ship’s hull. The Fraternity of Gazz has made an extensive study of the Hedgepeth and charted a myriad of passages, safe zones, dead-ends and other such things. Rum-runners, traders, pirates and even Xaphan refugees often seek the services of a Gazzer to help them use the area to avoid and elude the Fleet. Generally the region is given a safe berth by League stellar traffic.
HEMOLIZER: Xaphan assassination device designed specifically to kill Black Hats. They are made of rare metals proven to pass through a Black Hat’s Sten field without resistance. Once attached, the Hemolizer will drill into the victim’s body and quickly drain them of blood. Using a chemical process, it condenses blood into thin, sheet-like particles and forces it out of the body by means of minute but powerful turbines. Although a Hemolizer may be placed anywhere on the body, the ideal location is the back of the neck. They are very difficult to remove. The crystalized blood they create is highly prized in Cabal rites.
HERMAN: The bank of Herman located north of the Withelwell River, south of Esther was a stronghold of the Sisterhood of Light. Herman is a bank, plain and simple and controlled all of the Sisterhood’s considerable wealth. Many Great Houses also kept their money there. Herman and the SBL (Standard Bank of the League) work and-in-hand to stabilize League exchanges.
HERMILANE, COUNTESS OF BLANCHEFORT (ne: LADY OF HANNOVER) (02799ax— 03009ax) (Str, W,) Vith: Second of twenty Hannover children, the blue-haired Hermilane was a long sought after Lady of Standing in League society. Known for her regal elegance, she was also known for her hot temper and willingness to draw swords on any man or woman daring to cross her, she was a master of the GEORGE WIND, the ancestral weapon of her family.
It was a long-standing mark of courage in League Society to attempt to court Hermilane, it being known that any wrong move or bad word could lead to a life or death duel with the lovely, blue- haired Lady of Hannover. Marist, Lord of Grenville appeared to be having moderate success as she smiled and danced with him at a grand ball celebrating the new year. She then saw a tall, somewhat frail gentleman carrying a lovely coppery weapon at the other end of the dance floor. Curious, she broke from Marist and went to the man and inquired about his strange, beautiful weapon. The man was Sadric, Lord of Blanchefort and the weapon was his CARG, the ancestral weapon of his line. Fascinated, he took her outside into the courtyard and showed it to her. She was amazed by its great weight, by its smooth surface. She laughed and clapped as Sadric, with one stroke, chopped down an ancient tree. Thus acquainted, she was taken with Sadric, and though she was much older than he was, she became his countess. Always a rowdy, it was Hermilane who taught her eldest daughter Pardock to fist fight and her son Davage how to sword fight, insisting that he become a master of the GEORGE WIND. When training him, she would press Davage to the end of his limits, impressing skills upon him that would serve him well later in life.
It was also Hermilane who saved her daughter Poe from a second attack by ten strange invisible people who attempted to abduct her. Hermilane, noticing the belly of one of her fallen opponents moving slightly, cut it open and pulled a beautiful green- eyed baby girl from her womb—the infant who would became Lady Hathaline of Durst. Hermilane would be “recreated” of a sort—her granddaughter, Sarah was her spitting image, right down to the shade of her blue hair and rough demeanor.
HERTAMER: A family of energy weapons designed by the House of Pitcock. Hertamers were notable for their quick-fire, light easily portable power source, and short refresh intervals. Their hot, laser-based thread was considered mid-range, having adequate stopping power, but could be thwarted by many types of shielding and armor. The Hertamer Heat variant was designed to be a strictly anti-personnel weapon. One of the main drawbacks of the hertamer was its noise—the weapon buzzed steadily.
HERTOGS: A “Secret Society” of disaffected scholars from around the League, the Hertogs are frequent critics and detractors of the Sisterhood of Light. Their ranks are unknown in general League Society though a few notable scholars have been mentioned as possible Hertog members: Grand Dame Hannah-Ben Shurlamp of the University of Dee being one, and Professor A to Zed from the University of Tusck being another. The Hertogs published a now banned book called “The Real History of the League and of the Elders in Particular” contradicting a number of key events which the Sisters claim are true and painting the Elders themselves in a much darker light. The Sisters censured the book and the publisher and demanded the Hertogs come out and participate in open debate on the subject. The Hertogs refused and, through a number of pamphlets and brochures, accused the Sisters of attempting to smoke them out and slay them. The Hertogs’ published works appear very scholarly and accomplished, yet their reluctance to identify themselves and their tendency toward paranoia and hyperbole have lessened their impact upon the League at large.
HIBERNIA: Island region in the southwestern area of Hoban. The chief city of Hibernia is Parnassus. In many Xaphan circles, the region of Hibernia is considered sacred ground and de facto Xaphan territory due to its association with the Indigo River, whose waters are featured in Cabalist rites.
HIDDEN WARS: Series of armed conflicts in 001082EX that took place between the old Remnath hero Atrajak of Want and his army of Anuian Monamas against a mysterious foe he called the Kestral Oligarchy. It is called the “Hidden Wars” because the battles took place without the general knowledge and approval of the Sisterhood of Light. The outcome of these wars is not well-known, though, afterwards, the Anuian Monamas were wiped out of existence.
HIEI: The black rock castle of Hiei, located in the far North of Eshter, was a Sisterhood of Light stronghold. There, in the vast underground vaults, they stored a massive collection of books considered to be of a medium to low security level. It was one of the only Sisterhood strongholds where those not of the Sisterhood could go and look at select items stored there, though some items were still off-limits.
HIT 6 A cheaply made manufacture of firearms produced by the House of Hitwell in Calvert. Most Hit 6 firearms are of “Fraglock” type, requiring a complicated stamped firing mechanism that is prone to breakage.
HOBAN: Coffee-brown world in the Capri-Thenister system, Hoban is one of the premier League worlds. Located very near to Xaphan space, Hoban was the scene of many battles and attempts by the Xaphans to take the planet; the great Xaphan hero Princess Marilith of Xandarr focused most of her efforts on Hoban. Hoban has one large moon with a life-sustaining atmosphere, Lauralea. The capital of Hoban is Croatoa. The largest city on Hoban is Zama, the third largest city in the League. The Indigo River is a popular tourist and pilgrimage destination as its waters are considered sacred. The Gold Coast is one of the most expensive places in the League to live.
The standard currency on Hoban is the rubicon, which, per the SBL, is on par with Kanan currency. One Hoban rubicon is exchanged for one solaris.
HOLO-MON: Short for Holographic Monitor-a small handheld device used for long-distance communications. In its most basic form, a Holo-mon allows two or more people to see holographic images of other people in real time and interact. When touching a user’s skin, that person sees a vivid holographic display in front of them-nobody else can see it. Holo-mons also allow for mental responses, so a user need not speak aloud their conversations. They can also be hooked into various databases and Holo-networking nodes, allowing to user to participate in elaborate virtual simulations. Holo-mons are very popular on Onaris, Bazz and Planet-Fall-virtually all people on those planets carry one, but are shunned and virtually unheard of on Kana, Hoban and Brindval-places where sympathetic long-range telepathy is more commonly used in place of technology.
HOLT OF THE MOUNTAIN: (03347ex-00134ex): Cyan hero of Vith lore, Holt is notable for being one of the few Vith heroes who, apparently, had no Gifts—all of his deeds and exploits were accomplished using technology or simply his wits.
In the northern reaches, there was a Haitathe of fearsome reputation named Rachina, who lived atop towering Mt Vith. Occasionally, Rachina would come down from the mountain and raid Vith villages, stealing people and eating them. Every year Rachina took more and more people, loudly boasting that none could stop her. Many Gifted Vith heroes climbed to the top of Mt Vith, to face Rachina, never to be seen again. A carpenter’s boy from the village of Shirster Point, Holt, was visited in his sleep by an entity claiming to be the Elder Merian. Merian told Holt to look for her star and follow her road. She also told him that Rachina could be beaten, not by force of arms, but by great guile. The next day, Holt saw a strange star in the sky that nobody else could see. He followed it and found himself in the lair of Rachina. He freed the villagers whom Rachina was planning to devour and, in their place, put dolls crafted from the villager’s hair. Following Merian’s road, Holt led the villagers to freedom, while Rachina devoured the dolls left in the cages. The last doll had no hair and Rachina discovered she had been tricked. In a rage she descended the mountain and demanded the entire village as tribute for her inconvenience. Quaking in fear, no heroes in the village dared to face Rachina.
Again, Holt stood to face her and she laughed when she saw him. Holt, however, had rigged Rachina’s lair with explosives and, using a remote detonator, blew her lair sky-high. Upon seeing her lair burning, Rachina returned to the mountain to slay whomever had destroyed her home. Using Merian’s road again, Holt beat her to the top and was standing there as Rachina returned. Baffled and saddened over the loss of her home, Rachina wept. Holt, however, offered to help her rebuild her home if she would promise not to assail the village again. Holt was true to his word, and together they built Rachina a far grander home. Rachina appeared to have repented her ways, for she became Holt’s companion and constant ally.
Holt is said to be the direct founding patriarch of the House of Bloodstein and the father of the Pilgrims of Merian who can see the same star he could and walk his road. Holt of the Mountain also led the Vith and the 24 Grand Abbesses against the Temple of Magravine and put the evil Lake Tithmus to the torch.
HOLLY, HOUSE OF: Xaphan (Vith): Xaphan House of Vith ancestry, it is not generally known why they vacated the League and became Xaphans in 0000ax. Though Xaphans the Hollys, like the Carolines, remained fairly close to the Houses of the League through the years.
HOMMA, LORD OF TELMUS FALLS: (4722ex—2004ex) (W, Str, C) Vith: Ancient Vith lord of the Telmus falls region who waged a long and successful war against the tribes of Haitathe in the early days of the EX time epoch. Eventually, Homma fell to madness.
Until the coming of Homma, the Northern reaches of Vithland were a killing field, the giant tribes of Haitathe holding sway and waging war ever southward, and the Vith near powerless to stop them. Under the light of the Star that Does Not Fall, Homma was born in the Telmus Falls region of Vithland. From an early age he showed great strength and endurance, supposedly able to kill Haitathe bare handed—an unthinkable feat. Assembling the ragged Vith into an army, he then cleared them from the northern reaches in one bloody battle after another. A mighty Haitathe warrior named Horta—said to have a hundred arms—called Homma out and challenged him to a single duel. Homma accepted and, in a raging confrontation, defeated Horta, creating the Magravine fissure in the process.
Shortly after that battle Homma began appearing with his newly won queen, Emmira the Vith Maiden—a woman of incredibly beauty and gigantic size (she was said to be sixteen feet tall)—she was thought to be, in fact, the Haitathe Horta in disguise and during their battle had lost her heart to him for the great strength he displayed. Homma and Emmira had seven great children who all became Vith heroes and founded several Great Houses:
Lennibus (M), Subra, Magravine, Terfal (M), Xenon (M), Tartan (M), Lacerta
Moving his army south, Homma pushed the Haitathe until they fled eastward into the Estherlands. Afterwards, Homma was said to have gone mad and became a cannibal in 1010ex, eating his queen Emmira, and their children Tartan, Xenon and Lacerta. In an odd collaboration, his sons Lennybus and Terfal joined forces with several bands of Vith and an army of Haitathe and engaged Homma and killed him, the only survivors of the battle being Lennybus and Terfal. Homma’s daughter, Magravine, is said to be the same Magravine who eventually became the Black Abbess.
HOMMA WAND: Club (House Burgos):The HOMMA WAND of House Burgos is a tiny, light weight hammer, that may fit easily in a pocket or in the palm of the hand. However, to be struck with it is utterly devastating. Similar to the FEDULA of House Prentiss, the HOMMA WAND hits with the force of a huge, heavy hammer, and witnesses attest to it leveling buildings at a single hit. The HOMMA WAND is often mounted at the end of long sticks and poles to make up for its decided lack of range. It is said that the HOMMA WAND contains a fraction of the power of Lord Homma, the ancient Vith lord known for his great strength.
HORACE: The tower of Horace is a Stronghold of the Sisterhood of Light. The tower, miles tall, is placed near the center of Kana. What the Sisters do there is not generally known.
HORNED GOD: A criminal among the gods, the Horned God reveals in sacrifice, pain and death. A horrific image, he has been pursued by the Celestial Arborium for ages. He is said to rule over a place called Tevlapradah in as temple of blue stone deep beneath the ground where the gods cannot see. In his temple, he presides over a constant stream of sacrifice. he has a host of “Dark Angels” serving him.
HORVATH CREEPER: (Cerebrumi Comedenti) A fibrous flowering vine native to the Xaphan world of Trimble, the Horvath Creeper has been known to both the Xaphans and the Sisterhood of Light for many centuries. The Creeper, in its native environment, is a water-based, slow-growing, tough vine that creates a large white flower once a season. The Creeper develops in shallow, slow-moving fresh-water pools. It depends on branches and exposed root-systems to cling to, as its own roots do not penetrate far. It also depends upon a vast source of nutrients to support it, usually from dead fish or other creatures that have died in the water. Over time, several Horvath Creeper strains have developed a parasitic relationship with man. When inhaled in sufficient quantities, the Creeper spores embed themselves in the maxillary sinus. If the Carrier has the correct brain chemistry (ie, has Gifts of the Mind), the spores grow into their brain. The spores “take-over” the Carrier to a small extent, compelling that person to seek-out calm pools of water, enter and drown themselves. The Creeper spores, utilizing the nutrients in the carrier’s brain, grow at an accelerated rate and burst from their skull about a week later. The Creeper then makes use of the Carrier’s skeletal structure as a ready-made platform to cling to and grow. The skeleton of a wild Creeper victim is often completely enveloped by vines and flowers.
The pollen of the Creeper has unique properties, one of which being the tendency of rendering Elder Gifts of the Mind unusable for a limited period of time. Once infected with the spores, the Carrier’s Gifts become erratic and untrustworthy. The spores can be easily eradicated from the brain by breathing in an aerosol of Tuloric oil.
Queen Ghome of Trimble was delighted by the rather ghastly nature of the Creeper and added it to her Garden of Zama where she increased its Gift-squelching tendencies, making them quite potent. Creepers developed by Queen Ghome have lost their vine-like properties and grow as a single stalk and flower sprouting exclusively from the victim’s skull. They also work only on those with Gifts of the Mind–all others feel no effects from the Creeper’s spore.
Taking advantage of the Creeper’s spores to render Gifts of the Mind inert, Hospitaler sects, most notably The Jones from Bazz, have weaponized it into various projectiles. The Sisters, also have made an extensive study of the Creeper and its spores.
HOSPITALERS, GRAND ORDER OF: The Warrior/Healers of the League, the Hospitalers are an old sect, second only to the Sisterhood of Light. They are also the only Brown Sect to achieve a very high position of power in the League. Originating on Onaris centuries ago, they started as group of fighting valets. They served their Blue Vith lords and were their trusty companions. Powerful fighters, the Hospitallers earned a reputation for their speed and fierceness in battle, they using a strange silver weapon called a Jet Staff instead of usual swords, pistols or axes.
At some point, on the forgotten wastelands of some battlefield, the Hospitallers began trying to attend to their master’s wounds. The Elder-Kind having been Gifted with youth and no disease had little need for medical knowledge and almost nothing was known about basic first aid. The Hospitalers, through persistence and practice, perfected techniques in binding wounds, clearing blood poisoning, re-attaching fallen limbs and so forth. Their knowledge grew so great that even the mighty Sisterhood of Light turned to them for medical help when it was needed, sharing with them some of their most guarded secrets that the Hospitallers have never divulged. The Hospitalers have always worn black and silver. They adopted the silver winged helmet of the old-earth god Mercury as their symbol.
The basic structure of the Hospitalers, regardless of sect is as follows:
Chancellor: The lowest ranking
Caduses: Intermediate ranking
Samaritan: Higest ranking
There are a number of Hospitaler Sects that are well-known outside of the Order:
The Hopkins: General practitioners of the medical arts, often inhabiting healing sanctums in cities all over the League. The Hopkins are the most commonly seen Hospitalers.
The Boblytes: Most warlike of all the Hospitalers, the Boblytes often serve on the battlefield, both fighting and administering medical care while the battle is in progress. The Boblytes are well-known for their martial skill.
The Knickerbaums: Knickerbaums are adventurous and outgoing, seeking to expand the Hospitalers’ medical knowledge through quest and adventure. Knickerbaums are often found serving aboard Fleet vessels.
The Ephysians: A mysterious sect within the Hospitalers seeking to expand their knowledge by means other than those allowed by the Sisterhood of Light. The Ephysians often share information and collaborate with Xaphan Cabalists.
The Jones: A branch of the Hospitalers on Bazz, The Jones in the modern sense barely resemble the main branch of the sect. It is said The Jones seek a being called Bellathauser, a creature whom they believe to be the pinnacle of human perfection.
HRN: Other (House Belmont-South Tyrol) The HRN is a long, dark green coat that once belonged to the Hoban Royal Navy. The coat was acted upon by the Sisterhood of Light and made nearly indestructible by them. The wearer of the HRN may be fully protected from heat, cold, energy and projectile weaponry. The wearer ay also leap from great heights and not be harmed by the fall. Additionally, the HRN is particularly adept at cancelling the various effects of other LosCapricos weapons. The HRN is a unique item and must be passed down. It cannot be recreated.
HULGISMEN: Filthy, naked, brutal servants of the Black Hats, the Hulgismen are the only force known that are completely immune to the power of the Sisterhood of Light—the source of this immunity has never been determined, though League lore states that if they ever put on clothing or comb their hair, they will lose their immunity forever. Hulgismen also have a deep-seated desire to slay Sisters, often ignoring other nearby enemies in order to get at them. The Stellar Marines were formed mostly to protect the Sisters from the Hulgismen. Fast, strong and utterly mindless, the Hulgismen are a force to be feared.
Hulgismen are grown in Birthing Walls. These walls are seeded with eggs extracted the from the Black Hat’s ovaries, There they are either seeded or combined to make clones and then time accelerated, therefore a Hulgismen goes from egg to fully grown in just a few days.
Female Hulgismen, all clones, are used as Midwives and are forced to personally attend the Black Hat, which often leads to their deaths, and abduct Shadow tech children.
HYDELYDE: Second planet in the Collosum Apha system, Hydelyde is a world of harsh atmosphere and poison gas. Used as a staging point for the Stellar Fleet, several settlements under protective domes began springing up in 02146ax. The capital city is Hydelyde. Hydelyde’s star, Collosum, is the most radiant star in the League.
copyright 2015, Ren Garcia