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The reason for this post is to answer various questions about Abhorsens and the bells without me having to do so.
The following is an excerpt from the Book of the Dead, the text that Abhorsens use in their time as Abhorsen-in-Waiting.
The following is an excerpt from the Book of the Dead, the text that Abhorsens use in their time as Abhorsen-in-Waiting.
The next several pages are omitted due to the fact that they detail how to actually create a set of bells and wield them. The next section deals with the Precincts of Death. Certain portions of the following are omitted for safety reasons.From the beginning of time, the Charter has been in existance. There were, in the beginning, the Nine. All were free and wild. But the time came when they came together to see about the ordering of the world. Seven gave themselves to order and structure, forming the Charter, which is magic. One was wild and free, and was bound to serve the Seven. And one was rebellious, and was bound by the Seven, and sleeps yet, under the spell of Ranna.
The Seven gave of their power to various bloodlines, passing on their power to those that were to come.
The Eighth, the one that was free, and was bound to serve, remains, in the form of the Abhorsens' familiar, by whatever name he may go. The Ninth, the Rebellious, is known as Kerrigor, and sleeps under the spell of Ranna in the Abhorsens' Keep. FEAR NOT, FOR THE SPELL CANNOT BE BROKEN. The first Seven are remembered in the names of the bells, the tools of the Abhorsen, and, once corrupted, of a Necromancer.One to the line, that keeps the Dead down.
One to the line, whose head wears the crown.
One to the line, who sees all in ice.
One to the line, who built the shields.
And three gave themselves to Mortar and Stone.
Ranna, the first, the smallest bell. Ranna the Sleepbringer, the sweet, low sound that brings silence in its wake.
Mosrael, the second, a harsh, rowdy bell, the Waker. The bell whose sound is a seesaw, throwing the ringer further into Death, as it brings the listener into Life.
Kibeth, the Walker, a bell of several sounds, a difficult and contrary bell. It can give freedom of movement to one of the Dead, or walk them through the next gate.
Dyrim, a musical bell, of clear and pretty tone. Dyrim can return the voice that the Dead have so often lost, but Dyrim can also still a tongue that moves too freely.
Belgaer, another tricksome bell that seeks to ring of its own accord. The thinking bell, the bell most necromancers scorn to use. It can restore independent thought, memory and all the patterns of a living person, or slipping in a careless hand, erase them.
Saraneth, the deepest, lowest bell. The sound of strength, the binder, the bell that shackles the Dead, or the Living, to the wielder's will.
Astarael, the Sorrowful. The banisher, the final bell. Properly rung, it casts everyone who hears it far into Death. Everyone, including the ringer. DO NOT CALL UPON ASTARAEL UNTIL ALL IS LOST!
This next part is actually written by Kintaru himself, answering several questions that have arisen wherever he has gone.The First Precinct of Death is where you enter Death from life. If you enter willingly, you will find yourself standing in the midst of a chillingly cold river as it rushes by you. The land surrounding the river is grey, and covered in mist. The distant sound of roaring is the only sound you can hear.
As you approach the First Gate, it appears as a waterfall in the distance. By casting a Free Magic spell, which is .............. you can pass through the waterfall into the Second District. BEWARE! Do not attempt to walk the edge of the waterfall. You will never reach the end on either side.
In the Second District, much is the same, save the fact that the pull of the river is much stronger here than in the First District. The Gate takes the form of a whirlpool. BE CAREFUL VENTURING ONTO THE BRINK. You CAN be swept into the next Precinct. Using .............. the whirlpool will be stilled, and a spiral ramp will form, allowing you to pass to the next precinct.
UPON ENTERING THE THIRD PRECINCT, RUN! If you do not, the wave that will follow your entrance will sweep you past, far, far into Death. As you approach the Gate, which is much like the First, in the form of a waterfall, speak the spell .............. to open the gate. DO NOT LINGER IN THE THIRD PRECINCT.
In the Fourth Precinct, you will not have many problems from the Dead, as the wave from the previous Precinct has knocked most of them that are swept through senseless. In this Precinct, you MUST watch your footing, as it is filled with sinkholes and deep areas in which you will meet your death. There is a safe path through, however, and it is ............... The Fourth Gate is much like the First and Third, save that it is a curving series of small waterfalls. Each of the small waterfalls has an individual section of the spell that opens the Gate. There are seven small waterfalls in the Fourth Gate. The spell is this, and is broken by asterisks. ..............*..............*..............*..............*..............*..............*..............
In the Fifth Precinct, there is a great danger for those that are not skilled in either Free or Charter. This Precinct is treacherous, and will change any who enter. There are not other dangers, save the danger of being changed entirely from what you were. The Gate is unlike the previous gates, in that the river does not drop any. Instead, a wall of mist obscures any further view of Death. DO NOT ENTER THIS MIST UNTIL THE SPELL HAS BEEN SPOKEN! .............. is the spell to nullify the effects of the mist.
Once in the Sixth Precinct, the constant danger will have increased tenfold, as many of the more dangerous denizens of Death reside here. There are several that will be waiting along the banks, of varying difficulty and danger, up to an Ilithid being the most dangerous that I have faced. This gate is perhaps the most treacherous gate you will face, other than the Ninth. The spell to lower the gate is .............., but be sure that the gate is down completely before entering.
In the Seventh Precinct, there is the chance that you can encounter one of the Greater Dead. BE WARY OF THESE! DO NOT FIGHT THEM IF YOU ENCOUNTER THEM! The spell to open the next gate, one that is unseen, is .................
The Eighth and Ninth Precincts are much the same as the Seventh, with the increasing chance of encountering a Greater Dead. The spell for the Eighth Gate is ............... The spell for the Ninth Gate is yet unknown, as none have returned from beyond it.
If an Abhorsen tells you not to go somewhere, there's a reason. Listen to them.
If an Abhorsen tells you to run, do so. There's something that could very easily destroy even himself.
DO NOT TOUCH AN ABHORSEN'S BELLS OR SWORD! Those are the tools that he uses to destroy the Dead that should not be around. If they are tampered with, they may not work. The bells are exceptionally dangerous in the hands of someone inexperienced in their use.
Every Abhorsen has an Abhorsen-in-Waiting sooner or later. If you find an Abhorsen that is obviously a true Abhroses, and they do not, then be wary. They will do what needs to be done to find one.
An Abhorsen's job is dangerous work. If you should ever find yourself standing before one in a hurry, MOVE!