Characters

The Two Rabbits

The White Rabbit is a messenger from another wizard’s domain, namely Wonderland. The White Rabbit knows where each of the entrances are in the Valley, and also will travel with the Blue Sun and use the chariot of the sun to choose its desired destination.

The White Rabbit is always in a hurry, and is always late for whatever it is doing. It is nervous and prone to tics, much like its master.

The White Rabbit appears as a normal, if perhaps large and chubby, mottled brown and white rabbit in the “real” world. In the Valley or any other pocket domain, it walks upright, is white with a brown waistcoat, and speaks the native tongue of whoever it is speaking to.

A white hare wearing a waistcoat wiggles its whiskers frantically, and pulls from its waistcoat pocket a small round piece of metal, with a chain on it that goes back into its pocket. “Oh dear, oh dear, I’m late again,” it says, and hops away revealing a second hare that rushes after the first.

It is currently here to give a message to the Blue Sun, who will also send it to give a message to Kelelmien, the White Dragon.

“Why, it’s the valley of the Blue Sun, of course. Why are you here if you don’t know that?”

“Come on, I’m in a hurry.”

“Why? You want to know why? Go see... go see the White Dragon. On the other side of the valley.”

“Oh dear, oh dear, we’re late. Do you have coins? You need, I shouldn’t be telling you this,” he looks around, “but you should go swimming by the rock.”

On stupid questions, such as “who are you” (he’s the White Rabbit, of course), the rabbit will roll his eyes at the questioner, wiggle his whiskers, and then waddle away as two rabbits.

The White Rabbit can also repeat the “Vale of the Azure Sun” nursery rhyme, though it will do so in hurried and agitated manner.

The White Rabbit has no name, and is known generally as “the rabbits” or “the white rabbits”. In the Barcelasian tongue of Cirkegrad, it is known as Demelan, for example, which means “the white rabbit”.

The White Rabbit is able to, at will, divide into two identical rabbits. At will, and no matter the distance, the two rabbits can merge to a single rabbit; the single rabbit can be at either of the two rabbits’ locations. When the White Rabbit enters a pocket domain while split, the other rabbit automatically merges with the one entering the domain. If one of the rabbits die, it also automatically merges with the living rabbit, and then the rabbit breaks into two again. Only if both rabbits are killed simultaneously can the White Rabbit be killed.

The White Rabbit appears as two rabbits weaving in and out of each other because of this.

The Blue Sun

He is a short, balding man, with blue skin, light blue hair in a fringe around his head, and gold-tinged blue robes flowing behind him.

The Blue Sun is an ancient wizard of Order who has ascended to a higher plane of thought. This world is his pocket dimension, his place of research and solitude. He traverses the sky in thought, pulled in a chariot drawn by hounds of blue glass. Daytime is six hours long. Night is another six hours. He can, however, slow or speed up if he desires it. He may slow to a stop, for example, if something exceedingly interesting is happening on the ground.

He prefers to keep to schedule. If he slows to watch something on the ground, when no one’s looking he’ll speed up quickly to where he should be in the sky.

The blue sun can take on a human form, and does so at night when he leaves the sky and returns to his wife. However, he is the light source for this place, and wherever he is, will be where the light comes from. He isn’t overly bright (so to speak), and can be looked at directly.

“How did you get up there?”

“Years of hard work and clean living.”

“We saw your ‘private collection’.”

“I paid someone off.”

In fact, clean living and hard work is closer to the answer. He carved this domain from the fabric of reality using high level spells and dangerous rituals which have tied this domain to his life force. As long as he remains inside, he will live. If he ever leaves, he will quickly age to his true two thousand-odd years. He created this world 2,267 years ago. It is part of his eternal life ritual, as well as a means of study. The sky itself contains many windows on other worlds. But if he leaves this world, even through those windows, he will age instantly to his true age, dying. He can observe and he can study, but he cannot take part in what he sees.

Eclipses

There is a one in six chance per ‘day’ that he will work around the house. On such a day, the sun will not rise. He carries a journal with him at all times.

The Blue Sun is a twenty-sixth level classical sorceror. At 26th level, he has at least 351 spell slots. Remember there is an intelligence maximum to spell levels, and his intelligence is 21.

He has just about any spell he wants. Don’t give him all the spells in the book, after all, some were written in the last few centuries. But if there is a particular spell the characters have been over-using, give him the perfect anti-spell. After all, he wrote the original!

Protections

His protections include, but are not limited to:

Ring of Escape: contingent on anyone attacking him. It casts the ‘escape’ spell, at fifteenth level. It has two charges which replenish every twenty four hours.

Bracelet of Dampen Magic: Usable three times per twelve hours, at a low level of effect which means that he can easily overcome it, but lower-level spellcasters will have trouble. It is at fifteenth level. Basically, it reduces all casting levels by five in its area of effect, which is a 50 yard radius centered on the bracelet.

Staff of Ra: the staff has three charges in it; it casts a blinding light and a shield combined into one, and at the ninth level of experience.

On being attacked, if his attackers are low level and he is not in imminent danger of a melee attack, he will activate the dampen magic shell.

He will tend to respond to attacks in kind. He is loathe to cast spells of destruction, especially fire, anywhere near his home and library. Many of his books have a permanent Indestructible Object cast on them, but that’s not perfect.

If he incapacitates his opponents, he will not kill them in cold blood unless he feels he must in self-defense. He will summon magical servants to take them to the cavern. He will leave with them any weapons and items, unless they seem exceedingly dangerous to his own life.

Blue Sun (Sorceror: 26; Survival: 75; Move: 11; Atacks: spells; Defenses: spells; Moral Code: Ordered)

Commonly used attack spells include sleep and mage bolt.

The Chariot of the Sun

The Blue Sun may end up inviting a particularly insightful, kind, and intelligent character to ride with him upon the chariot. That’s a bad idea. The chariot leads, during the day, through phases of enlightenment which require much training and experience to understand without going insane.

The great blue stags lead your chariot through the cavern alongside the river. As the chariot picks up speed, the stags slide over the river itself. The wheels of the chariot throw up an arc of water on either side as you follow the river downstream. The roaring falls grow closer. Something over the falls glows a natural green as you skim closer and closer until finally you drop down the falls and into the green and yellow sky of the Azure Vale.

A character who rides upon the chariot must make a Willpower roll or be overcome with distractibility by what they’ve seen. From then on, they will be easily distracted and must make a Willpower roll before taking any action. On a failure they stare off into space, or examine some trivial item.

As the chariot follows the dome of the sky, the green and yellow tendrils part, revealing a hidden and shimmering scene. Behind each tendril is a world, each drop of dew magnifies a scene of wonder, the very air holds worlds beyond worlds on dust motes in a sunbeam. At every turn a new glint sparks your imagination; every sight holds new sights beyond it.

On the plus side, a successful Perception roll will allow the character to know any answer they choose to look for on the chariot journey--but remember that telling anyone else this answer is an action. Further (and subject to the same restriction), the character may choose to make up to Intelligence Learning rolls later. Success means that they can piece together some answer to that question based on what they saw while riding with the Blue Sun.

The effect disappears by a penalty of 1 per day to the Learning roll.

Distractibility is an ailment of strength 0 with an action time of one day. A character with distractibility is thus allowed a daily Willpower roll to throw off their distractibility.

Cirkegrad

She is a beautiful young woman. A red cape, tinged with brown at the edges, accentuates her figure. A hood veils much of her face, and her luxuriant red hair fills the hood to bursting. You can still make out a shy smile within the veil’s darkness.

Cirkegrad appears as a beautiful young woman, the Blue Sun’s shy and demure wife. She always wears a cape and hood to cover the snakes she has for hair. She is a gorgon, like the medusa, summoned by a Barcelasian sorceror who escaped to this pocket domain.

She is attuned to order, and tries to avoid turning people to stone unless in self-defense. If she accidentally turns someone to stone, she will feel really bad about it and be very apologetic.

If she asks him to restore a stoned victim, the Blue Sun will have the statue transported into the caverns, and restored to flesh there.

Cirkegrad enjoys the hop snakes, and is well aware that there are no more of them as the world they came from is gone.

Cirkegrad enjoys entertaining guests, and either she or the Blue Sun will invite interesting and polite characters to dinner.

If Cirkegrad enjoys the company of someone, she can give them a magic acorn that will become an entrance to the valley.

Cirkegrad: (Gorgon: 4, Thief: 2; Survival: 25; Move: 11; Attacks: gaze, snakes; Defenses: Immune to normal weapons; Magic Resistance: 6; Moral Code: Ordered)