The Birth of the Nightmare

nightmare-300x190The sound of rapping at the door barely interrupted the thunderous downpour.  After the proprietor peered through the iron peephole and made out the huddled form, he let the stranger in.  A drenched Glenillyn from the Northlands passed the threshold, introduced himself, and asked for shelter at the house of Traer in the Southlands.  He was carrying a bridle round his neck and spurs dangled from his belt.

After a frugal supper filled with rich conversation, Glenillyn inquired as to what service he could render to repay Traer’s hospitality.  The dark host sat silent for some time, then he said to his guest, “I ask nothing of you save you bring me the prized mare held by my neighbor to the west.  He guards her with such precision that for months all my attempted ambushes have been in vain.”

Glenillyn said, “You in the South are certainly slow and cowardly by our standards.  We would have made an attempt to get her and even have died rather than hang about for moons.  Tell me where she is and wait here over the next night and see how I do.”

Said Traer, “We know all about the boasting of your people.  Cadwallon, the son of Uther, has the mare at Gelligaer.  She feeds by day in the midst of soldiers.  At night she slumbers on a fine brachan[1] in the far corner of his house, with the whole household between her and the only door and four of his best men between her and the fireplace.  In addition to repaying my hospitality, you shall get ten cows for the mare and five for the brachan.”  Traer strolled up unconcernedly to the face of Glenillyn, as no thief in the Southlands is arrested but is instead killed on the spot, so if the traveler were seen again it would mean success and he would have his prize.  Glenillyn nodded, took his rest, and in the morning set forth to retrieve the mare.

The night was dark and starless as Glenillyn approached Gelligaer.  With his knife he made a hole beside the door and let himself in.  He stole up to the mare and loosed her.  Then, with the lashing skills of the seamen of the north, he tied the fringes of the carpet to her tail.  The four men were sleeping on the carpet and following Glenillyn’s lead, the mare dragged the guards bodily through the fire, which consumed them immediately and with nary a shriek, their ashen corpses covered the rug as it was dragged outside the door.  Cadwallon’s remaining band set out after him, guided by the sparks.  These Glenillyn quenched, and mount and robber rode off into a nearby field.  Just before dawn, he returned to Traer safely, handed over the mare, received the cows and gained for himself great renown for daring as against the men of the Southlands.

Unfortunately for both men, the story doesn’t end there.  The mare herself sustained burns passing through the fire that night.  The ashes of the corrupt guards wore into the sores opened by the flesh wounds, infecting the mare with the evil intent that an unjust death does.  The next night, she broke free of the stables of Traer, breathing fire as bright as ever from the hearth of Cadwallon at her captors, her flesh still rotting yet clinging to her animated frame.  She galloped off across the land, set free by her power.  From the prints where her hooves stepped that night, no plant has since grown.

It is said she has bred many more mares in her corrupted image.  On starless nights, beware the whinnies that wind through the dells of the Southlands and the haunted dreams of men.

Inspired by the Welsh legend of Genillyn, the Thief of Glamorgan.


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Fire Lances of the Ancient Hyperzephyrians

It is sung in The Deed of Barael:

… we crossed the burning wasteland
sought out forgotten tomb
within a shattered chamber
beneath a broken moon
we looked amongst the ruins
where cities once did rise
from graves of fallen kings there
what doom shall rise

old legends tell of weapons
wielded by kings of old
crafted by evil wizards
unholy to behold
we seek the fire lances
led to the ancient grave
the world where they were masters
now lays in waste

let us live the prophecy
all you know will cease to be …

It is said that long ago the lands that are now the Middle Kingdoms were ruled by a band of friends; warrior lords who called themselves the Hyperzepharians. It is said that they wielded these weapons as they swept across the planes on steeds who flew with magic horseshoes.

In times long past, beset from the west by raiding gnoll tribes from the badlands, the beleaguered lords of that land traveled north to the temple of Baccob to beseech the mages there for aid defending their peoples. Unknown to them, the head clerics there had been seduced by the promises of Vecna, God of Secrets. After making a terrible bargain with the Priests of Secrets the warriors of the Hyperzephyrins were given these burning lances. At that time a prophecy was pronounced stating that the kings would defeat their enemies, but that upon their passing all that they knew would cease to be.

So great was the power of these weapons that all who faces them on the battlefield were laid low, and soon the gnolls were driven back. Emboldened by their power and their fearsome reputation, the kings of the Hyperzepharins made war on their neighbors, and took other’s lands for their own. After years of felling all who stood against them, they entered a long age of peace, and growing old, hid their magic lances and horseshoes and saddles for their sons to use if the need came.

But their subjugated neighbors never forgot that they were once free men, and under the banner of a rebel warlord from the east, they rose up and in a lightning war that swept the Hyperzepharian’s royal line from the land.

The secret of the resting place of the fire lances died with them, or so it was thought until recently….

Fire Lance

These +2 heavy lances are enchanted such that, upon the speaking of a command word, they are sheathed in flames, dealing an additional 1d6 points of damage on a successful hit. In addition, they are imbued with the power to unleash bolts of fire from their tips three times a day. Striking a target with a bolt requires a ranged touch attack, and deals 12d6 points of fire damage, no save.

Were the location of any of these weapons known, their market value would be considerable.

Strong transmutation and evocation; CL: 11; Craft Magic Arms and Armor, scorching ray; 68,000 gold

And once again, thanks to The Sword for inspiration – lyrics to “Fire Lances of the Ancient Hyperzephyrians” copyright 2008 The Sword, used without permission but with total respect and admiration.


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