[The Troubador Carnellan is known for his unusual straightforwardness
and honesty in all situations. He also has an unusual interest in the
affairs of day-to-day politics and economic matters. While other
Troubadors might been seen telling tales of daring adventures and
great heroes, one can usually find Carnellan rattling off dry figures
of grain exchange prices from the far end of Barsaive to interested
merchants.
It is this refreshing mundanity and practicality, perhaps, that has helped
Carnellan survive many adventures and unusual encounters. While he may
seem a boring pile of unconnected facts to most observers, he is also
the Troubador who led the Dance of Rife in the ruined city of Pasquak,
the instigator of the Solace of Varney, and a continuing member of the
adventuring group Named The Grey Lords.
While other heroes are more concerned with the thrill of combat and
the glory of victory, Carnellan has usually shied away from violence
whenever possible. He is also a caring and giving soul, who hates
to see pain and suffering in any creature (yes, this is the same
Carnellan who performed the burial rite for a mortally injured Horror).
It is perhaps for all of these reasons that Carnellan is uniquely
qualified to write this treatise on the basic tactics of that most
standard activity of all heroes in Barsaive -- fighting the one foe
we all share alike, the Horrors.
--Baston Yojj, Library of Throal] [It should be noted that in typical T'skrang style Carnellan says in twenty
pages what most Dwarfs would say in the opening paragraph. Busy adventurers
who are interested in the heart of the presentation should skip down until
they see a list of items, which are Carnellan's actual suggestions. --Merrox] In my travels across Barsaive, I have heard many questions repeated in many
places. The most frequent would be "What is your Name?" To that, I answer,
Carnellan; which, while not the most thrilling answer, is certainly close
enough to the truth to satisfy most people. The second would be, "Where is a
good inn to stay at?", about which I have numerous opinions written down in
some detail (see my useful document, "On the Inns and Outs of Barsaivian
Travel," available from the scribners of Bartertown for only a few coppers,
and also offered at all good T'skrang merchanthouses). The third usually
concerns private matters about which we need not concern ourselves here,
although I will note that the Dwarven Cavalrywoman Yennis has written a most
_revealing_ document which shows a dedication and an insatiable thirst for
knowledge in this specialized field of Name-giver endeavor to make even my
travel-boldened T'skrang blood tire with awe. [Contrary to public belief,
Yennis' fascinating treatise on basic Name-giver activities is still
available at the Library of Throal if you ask the right scribe to retrieve
it for you. --Yojj] [No, it's not. --Merrox]
A frequently asked question which often brings together fractured,
contradictory, and often over-emotional answers, at least in the circles I
travel in, however, is "How can you possibly defeat the Horrors?" I would
point out two matters here, in reverse order to their being presented: the
first, that, quite obviously, defeat is not the same as "Have lying beheaded
at your feet as their treasure vaults empty into your pockets," despite the
claims of various Warriors of my acquaintance who would argue that Throalic
grammar has been rewritten to encompass such a belief. That the world
survived the Scourge with life intact should show, indeed, that the Horrors
can be defeated in the simplest and most satisfying way possible -- by
continuing to live, we are in an act of defiance to the very basics of
Horror existance. Never is open rebellion so easy to perform! Each of us,
in our own existance, is denying the power of the Horrors. Is it no wonder
that they hate us so much? But that is a paper for another time.
The second matter that I alluded to above is even simpler: I am an adpet. A
Troubador, to be precise, but still an adept. That means I am through no
choice of anything but my birth part of a small minority of Barsaive's
population. Adepts have access to powers and abilities far beyond those of
other Name-givers. The reason for this unfair distribution of ability by the
Universe is perhaps difficult to fathom (and the subject of my treatise "On
the Inequality that Can Be Overcome By All", which has recently been bound
in a fabulous grill-skin coat by the bookbinders of the Ras-Han'tol covenant
and is available from them for the ridiculously fair price of 45 silvers),
but the fact remains that I do move through a different level of society
than most Barsaivians, and that the questions asked there are often
different than those asked at a more fundamental level, such as between
honest workingmen around the fields. This is a shame in my thoughts, since
some of the practicality of mundane life, applied properly to the excesses
of the magical path of the adept, can often come up with some surprisingly
useful results.
It seems, indeed, that many adepts, once they become established in their
power by achieving the middle Circles of their Discipline, become enamored
of their great power and fall into the belief that their power is all that
is needed to overcome or negotiate any particular set of circumstances they
find themselves in. This is regrettable. The most important thing of any
Name-Giver is their wits and personality; those who know how to harness
those shall always find the Universe spreading out before them like a
bountiful river at the peak of dawn.
Therefore, many adpets sadly fall into the belief that power is the deciding
factor in any circumstance. Obviously, when the subject of Horror hunting
opportunes, their only inclination towards a solution is "more power." There
is, in this, some truth. Horrors are a terrifying foe. Some of them possess
sufficient power to flatten any resistance, to turn friend against friend
and blood against blood, to realign matter and flesh as fits their whim.
Obviously, to face against a Horror when you are not of sufficient power is
not a noble act of sacrifice in the face of the Passions, but a waste of
good life and future economic potential. There are times, and there are
Horrors, that the best response for any sane Name-Giver when found facing
them is undoubtfully to take the honorable retreat.
Yet there are still situations where, when not completely outclassed by the
power of the opposing Horror, Name-Givers may find some of the following
hints and observations, which I have gleaned from the journals, bragging
contests, and interviews of hundreds of Name-Givers and adepts over the
years, of particular use. These are situations where one's native wit can
aid their rightful power, and, perhaps, help banish yet another terrible foe
to all life in Barsaive. That this list might add even one to such the
number of Horrors banished would be repayment enough for its compiler.
Before I start the heart of this paper, a few words of note, necessitated
by the grim nature of this subject. The Horrors are, of course, the
greatest threat known to all in Barsaive, be they Theran or T'skrang.
On one hand, one cannot do honor besides standing meekly in silent
tribute to those who have selflessly sacrificed their lives, and perhaps
even more, in hopeless battle against a ravenging Horror who was
threatening their village or loved ones. To say that such sacrifice
was wrong because the Passions moved them to do it would be a disservice
to their heroism, and a slur against the great Spirits that move us all.
Indeed, it is good to remember that no less an authority as the School
of Shadows itself has said that if you desire to defeat the Horrors,
nothing can avail you better than a strong mind and a good swordarm.
On the other fork, many Horrors gain power from the slaying of good
Name-Givers, not to mention the shock and grief a Name-Giver's death
causes in their family. Plus, there is the additional threat of serving
the very Horror you sacrificed your life in fighting as a hideous
undead construct. In such cases, it could perhaps be argued that a wiser
choice in those circumstances -- which are all too regrettably common
in Horror fighting -- would be to deny the Horror its additional
strength by quitting the battlefield and returning, perhaps, for
later vengeance.
So a choice must be made at each encounter with a Horror: can this monster
be killed with what we have at hand? and, if not, will our possible deaths
do more to hurt innocents nearby than if we just allow the Horror to
continue on its way? Obviously, there are no correct answers to this
horrible query in any circumstance. To say that the father gripping his dead
wife's sword in a doomed stand against the Horror that killed his family
showed faulty judgment is an insult to love, courage and honor, and the
speaker of such a viewpoint should be thoroughly chastised by all
right-thinking Name-Givers. To say that a beginning group of adventurers
retreating to retrieve the proper, higher-Circle, authorities to deal with a
Horror that can possess entire villages at will is anything but prudent and
thoughtful is to deny even heroic adepts that most rare of all treasures,
common sense.
It is in the hope of helping to find a balancing point between these
two extremes that this document has been penned. Please, my friends,
you who read this should remember that all Horrors are terrible, that
all Horrors are dangerous, and that an attempt to sum up all the dread
powers of these hideous creatures is beyond the ability of even the
most learned of Nethermancrs. In your glory and your anger, I beg you
in the bond I share with all Name-Givers to show caution and prudence
in fighting the Horrors, if you find you must. And may the Passions
guide your strong heart and mighty swordarm.
A LIST of Commonly Applied SOLUTIONS to the Frequently Encountered
Difficulties in the Regrettable Necessity of HORROR HUNTING; as
Compiled by Carnellan, the Troubador, member of The Grey Lords.
A Foreward: There is a saying among my people, the T'skrang, that "Business
is what beats ignorance." Horrors, my friends, are dangerous business. Make
sure you have good reason to go into such business if you must.
A Notice: Many of the suggestions on this list are not available,
easily or at all, to every Name-Giver who will happen across this.
Of this, I am aware. However, it is the hope of this list-keeper that
the ideas here will spark the creative fires of his fellow Name-Givers,
and to show how Hope can be found in many places, perhaps some that
were not at first obvious.
The List:
It's always best to start with the most obvious places -- by
painting the room you can find the corners, or so goes an old Dwarf
saying which, in retrospect, I may just have mistranslated slightly.
No matter.
Adepts are obviously the most easily accessible resource to a Horror hunter.
While any adept, by virtue of their extended durability and amazing talents,
is a boon in combat compared to a mundane, and thus useful in engagements
against Horrors, a few Disciplines are much more suited to Horror hunting
than others.
It should be obvious to the most basic Horror hunter that having
Nethermancers helping your group would greatly increase your chance of
survival. Not only are their Talents and spells often specifically designed
with Horrors in mind, they also have many useful abilities against the
Undead and Horror constructs that often accompany the fiends.
A good Wizard is worth their weight in fish; the Fifth Circle Counterspell
is the first line of defense in a wise Horror-fighting plan. And many
the cheerful day I have survived to see because a Counterspelled Wizard
had the time and safety to construct a Doom Missile against a ravenging
Horror. The magical spell of Cancel Karma is also of vital use against
Horrors. Say what you will of the wits and wisdom of the other spellcasting
Disciplines -- this T'skrang shall sing the praises of the Wizard.
Nearly all Horrors are beings susceptible to the magical effects of a
good taunt. Both Troubadors and Swordmasters are known for their taunting,
mocking abilities, often backed with magic (as are Nethermancers, for
that matter). In this I will humbly promote a tactic common to the
V'strimmon Arapagoi, which I first noticed during my exploration of
Parlainth. They often have Troubadors working side by side with Swordmasters.
The Troubadors use their magical abilities to aid other Name-Giver's
social interactions while the Swordmasters begin a horrible taunting
chant. The combination of the two working together is often capable
of bringing even large and terrible Horrors to their knees (or other
respective bodily parts). This example is symbolic with the way I
see how all Horror fighting can be most effectively done -- Name-Givers
using their talents (be they magical or not) to create a more effective
tactical whole. Likewise, powerful Troubadors have a few Talents
that are uniquely suited towards dealing with Horrors.
The Weaponsmith possesses unique talents found in almost no other
Discipline that make it nicely suited to helping any Horror hunting
expedition. In particular, their ability to toughen themselves against
astral incursions both mental and physical is of great use to a hunting
party. And their ability to find the chink in any armor of their foes,
and to point them out to their friends, is of vital importance. Of course,
having magically forged armor and weapons is of vital importance in
Horror hunting.
As for the tragic Discipline of the Horror Stalker, it is obvious
that such an adept is of profound use in fighting Horrors. It is only
my distaste at seeing what is usually, in effect, a suicidal choice of
Discipline that leads me to give these brave souls only a passing
recommendation.
As for the other Disciplines:
--The fighting Disciplines are obviously useful in a direct manner.
The Archer is also useful for its ability to hunt down Horrors after
they have fled your righteous anger.
--The Scout and Thief are also good for that ability... sadly, though,
many of their talents are less than useful when facing a Horror, although
since many Horrors dwell in ruined or trapped lairs, they are invaluable
in a supportive role.
--Illusionists are rarely useful against Horrors, although their Dampen
Karma spell is useful in some small way. Unfortunately, against Horrors
you more often need the full weight of reality, not the pleasures of
illusion. One particular Illusionist spell can paralyze creatures from
astral space, and is of great use to a Horror hunt, but in general most
Horrors are far too magical to be fooled by illusions.
--Elementalists are useful in a general sort of way, since they lack
the magics that make Wizards and Nethermancers such useful Horror hunters.
Powerful elementals can be a useful ally against Horrors, of course.
--Likewise, Beastmasters are often best used in a supporting role against
Horrors, although their Claw Shape and Frenzy abilities are useful
against the greater terrors.
Lightbearers are a group of dedicated Name-Givers sworn to bring
Barsaive back from the brink of the Scourge and to eradicating Horrors
wherever they may be found. Many of the unique Lightbearer magics are
of great use against Horrors, and their beliefs and sworn goals make
them valuable allies to Horror hunters.
Questors are often found fighting Horrors as one of their many ways
of living up to the ideals of their Passion. One obviously should never
object to any sane Passion's help; and, indeed, a few of the Mad Passions
have even directed their energies towards ocassional Horror hunting.
Obviously, a questor is a useful being to have along with your hunting
party if one is inclined to travel with you.
Some Living Legend Cults may also have unique knowledge or treasure
useful in a particular Horror hunt. For instance, let's say you're
going after a Horror that killed a great hero that has a Cult around
him. Perhaps his Cult would have knowledge or a weapon that would
help against the hero's ancient foe.
Likewise, if you know you are going up against a particular Horror,
research is of vital importance. Learn its habits. Learn its favorite
prey. Learn its weaknesses. Perhaps you will even find enough information
to find a Pattern item of the Horror, to better enable you to defeat it.
Access to good libraries, such as the Great Library of Throal, is
vital to this part of Horror hunting, and treating the librarians well
after their hard days of lifting paper and swilling ink is always a
liberation and a joy as well. [??? --Merrox]
There is also the Grim Legion, a band of dedicated Horror hunters who
are, in many cases, a strange mirror image of the Lightbearers.
While many people have claimed, with good cause in my sight, that the
Legion is responsible for many crimes in their enforcement of their
strict anti-Horror viewpoint, having a dedicated band of Horror hunters
at your back is never bad when fighting one. The Legion lacks many
of the directly applied anti-Horror magics that the Lightbearers
own, however.
Numbers are of supreme importance. Many Horrors are solitary, or at least
supported only by weaker forms of Horror. The tactical advantages of
numerical superiority are obvious, but there are other considerations
for the wise Horror hunter.
Many Horrors have the ability to shift the damage inflicted upon them
to one of their foes. This is a horrible ability (although it's difficult
to tell if it's any more terrible than any other Horror power), and
it is best countered (besides through the use of protective magics)
with numbers. The more people you have facing the Horror, the more
targets you have, to be blunt, to share the pain.
Likewise, do not rely on only one plan of attack. If you have the greatest
Warrior in the world, and the Warrior will be the one to charge happily
against the Horror, may the Passions bless her. But if the whole plan
was "We shall just help out while the Warrior takes the brunt of the
fight," then you are in trouble if the Warrior falls. What plan now,
brave hearts? Even the mightiest Warrior occasionally stumbles. Against
Horrors, who have the ability to adjust the nature of Fate itself, this
may be happening more than you would like. So, with the practice of
having great numbers, also include the practice of having more than
one "great threat".
Let me define that better. In any fight, there are those who are the
supporting roles, and those who are obviously the great threat against
the opponent. All Horrors are easily dangerous great threats by themselves,
so it behooves the Name-Givers to be equally as multiply dangerous.
Do not rely only on your Swordmaster with the Horror-slaying sword as
your only hope. Even one other great threat against the Horror will
increase the odds that at least one of your threats will hurt the Horror.
Horror hunting is no time for glory nor games; close in and kill with
as much might as possible.
There are some who would claim that these tactics open too many potential
innocent Name-Givers to corruption. This is possibly so. I also know that
for the vast majority of Name-Givers who do not have the power to take
out a Horror in single combat, a mass attack is far more useful (and
effective) than just feeding a handful of Name-Givers to a terrible
creature.
Everyone knows the importance magical treasure has played in recovering
Barsaive from the Scourge. Many magical items may have powers useful in
a fight against Horrors. Finding them is time well spent for the
prospective Horror hunter. Magical weapons, in particular, can give
special powers and abilities just not possible from Weaponsmithed
weapons.
Blood charms are a detestible form of magical ingenuity, created by
the Therans and perfected by the Blood Elves. This would seem to me
to be ample proof of their depravity, but I must admit that they do
appear to have gained some level of respect and popularity among
Barsaive's population. Many blood charms have special powers useful
to the Horror hunter, the Horror-fend charm being just the most obvious
one.
Missile weapons offer advantages and disadvantages to the Horror fighter.
Many times the presence of disease or some other evil miasma makes
hand-to-hand fighting of Horrors undesirable. Ranged attacks can also
take place outside the Horror's range of attack. Yet good bowmen are
hard to find, and most missile weapons do less damage than a solid
sword hit (the above obviously does not apply to adept Archers).
If the situation is right, a good fire-cannon volley can end many
a Horror's reign of terror.
Many experienced fighters have learned much in their lives, and can
often impart important tactical skill and advice to others, even
in the midst of a battle. Skilled tacticians can easily turn any
fight around, even against a magical foe such as a Horror.
Should you find yourself in a final battle against a terrible Horror,
call out to the Passions for help. We are all aware of the many legends
which speak of the Passions giving help to those who request it when
fighting the loathsome Horrors; if you are to die anyway, would you
rather be remembered as just another victim of another Horror, or as
a great hero who the Passions came down to help in the last moments
of their life and enabled them to vanquish their foe? My wish is that
you never find yourself in such a situation, but if you should, may
the Passions be with you in all ways.
When facing a horrible foe, there is no necessary shame in a proper
retreat. It is an old Windling saying, but "He who lives to fly away
shall fight again another day." Do not sacrifice yourself needlessly.
Many Horrors make mistakes when attempting to predict Name-Giver
activity which is not directly related to evil, destructive actions.
You can use that unfamiliarity with Name-Giver behavior to lure some
Horrors into a trap.
Befriend a dragon. Have the dragon kill the Horror for you. Thank
your good friend very much.
Many the time I have heard adepts young and old (mainly young) sit
around the innfire and bemoan the apparent imperviousness of Horrors
to any form of attack. Obviously, the legends of the great Horrors who
have been defeated, by every type of Name-Giver from a T'skrang child
to a great hero to a mighty dragon, give lie to this observation. It is
my hope that this list gives at least a partial view on how to best
handle Horror fighting, in that it will at least give a view on how
to best survive a fight, if not necessarily win one.
I am always interested in any other hints from brave adventurers on
how to best fight Horrors. Messages can be left for me at any inn
in the major cities of Barsaive; sooner or later I reach them all
in my travels. If you have stories which can help your fellow Name-Givers
fight the Horrors, I would be more than happy to hear of them, and
to dine with you into the cool hours of the night.
Passions' blessings upon you all.
-- Carnellan
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Carnellan's Guide to Horror Hunting
Net Books
Adepts of Particular Potency
Organizations of Unique Knowledge
General Tactics
Other Observations
In Conclusion

Copyright © 1997-8 All Rights Reserved
David R. Henry
Please Mail if you have any queries.