Wednesday, November 11, 2020

Dying Earth Monsters IV - Sandestin

 

     In this fourth, and probably last, entry in my series  on the monsters of  Jack Vance's Dying Earth, we are going over the strange beings known as Sandestins. A species of genie/fae like creatures which are only seen in the employ of extremely powerful wizards, they carry about the business of making magic happen by using their extremely broad, even god-like powers. As an aside, Sandestins are the only creature that we've examined thus far that appears in multiple works that Vance made. In addition to their appearances on Dying Earth, they are also integral to the magic of another one of his series, The Lyonesse Trilogy. In spite of the fact that the magic system of D&D takes inspiration from, and is indeed named after Vance's work, one of the often overlooked aspects of wizards in the context of the Dying Earth is the fact that even the most powerful can only memorize perhaps a handful of spells, far less than even the Magic-User of oD&D. These spells take the form of complex mathematical formulae, as Pandelume explains to Turjan of Miir,


"
He [Turjan] learned the secret of of renewed youth, many spells of the ancients, and a strange abstract lore that Pandelume termed 'Mathematics'. "Within this instrument," said Pandelume, "resides the Universe. Passive in itself and not of sorcery, it elucidates every problem, each phase of existence, all the secrets of time and space. Your spells and runes are built upon its power and codified according to a great underlying mosaic of magic..." - Tales of the Dying Earth, Turjan of Miir.


     Unlike in D&D where speaking the formulae aloud in conjunction with the proper motions and reagents results in the spell being cast, in the Dying Earth, some of these formulae are designed simply to goad a Sandestin into complying and carrying out the wishes of the caster. As Vespanus expounds to Ambius,

"I first generate a phantasm, a perfect visualization of the completed building. After which I employ one of the minor sandestins, of the type called ‘madlings,’ who builds the structure in a matter of hours, flying in the materials from anywhere in the chronosphere wherein they may be found." - Songs of the Dying Earth, Abrizonde.


     Or as Osherl boasts to Rhialto,

"Very well. But you must dissolve the Stasis; I ride the flux of time as a sailor sails on the wind." - Tales of the Dying Earth, The Marvelous Rhialto


     For all their power, Sandestin are generally bound to an object or to the will of a particularly powerful mage, who keep track of their service with a series of points,

From the opening peered a small face with eyes as red as currants. "This is Osherl," said Ildefonse. "He is not altogether bifaulgulate, but he is clever and swift, if sometimes a trifle moody. His indenture runs to five points." - Tales of the Dying Earth, The Marvelous Rhialto

In order to ensure compliance from their Sandestins, the wizards of the Dying Earth use three methods: Exacting speech, the promise of or withholding of freedom, and the threat of both the Chug and an entity only termed The Great Name.

     Sandestins are fickle and clever beings that follow commands to the letter and no more. They actively connive to either solve a problem in the laziest manner that they can, or to stymie their domitor's efforts through subversion of their commands. Great care must be taken when dealing with them, as they will seize upon any opportunity to escape or slip the leash, as the wizards Rhialto and Ildefonse find when arguing with the creature known as Osherl,

"Ildefonse presently returned to the terrace, followed by Osherl and a second sandestin using the guise of a gaunt blue bird-like creature, some six feet in height. Ildefonse spoke in scathing tones: "Behold these two creatures! They can roam the chronoplex as easily as you or I can walk around the table; yet neither has the wit to announce his presence upon arrival." Osherl responded with a grin, "We were told to come to the work room. We did not wish to disturb your repast or restful slumber." - Tales of the Dying Earth, The Marvelous Rhialto


     The constant attempts by the fae-like beasts to escape must constantly be checked by the wizards who "command" them, alternative between threats and promises as they case may call for. In a particularly tense exchange Rhialto booms at Osherl,

"Precisely so. Osherl, the game is up! I here and now fine you three indenture points for faulty and faithless conduct." Osherl uttered a wild cry of emotion. Rhialto raised his hand to induce quiet. - Tales of the Dying Earth, Rhialto the Marvelous

     When spoken threats fail, wizards fall back on two enigmatic solutions: The Chug and the Great Name. When dealing with Osherl, Rhialto grows annoyed and releases the Chug from a pocket,

From his wallet darted a black- and red-striped object like a long thin snake. "Chug!" screamed Sarsem in horror. The chug wound itself around Osherl, darted its head into one of the fox-ears, emerged from the other and tied itself in a knot across Osherl's head...The chug dropped Osherl to the ground and returned to Rhialto's wallet. - Tales of the Dying Earth, The Marvelous Rhialto


     Trying to force similar compliance from the Sandestin called Sarsem, Rhialto laments the fact that he does not have Sarsem's Chug, implying that they are either unique or linked creatures,

Rhialto silently cured to himself as he watched the Sandestin disappear, "Preceptor, Ildefonse, even lacking the Chug, might be able to compel Sarsem to correct conduct." - Tales of the Dying Earth, The Marvelous Rhialto


     Bereft of any other options, Rhialto is forced to call upon the power of an entity that is not expounded upon to force both Sarsem and Osherl to do as he bids,

"Sarsem, listen carefully! Osherl, you must be my witness! I hesitate to call out that Great Name on such small affairs, but I am becoming ever more annoyed by your tricks. If you interfere once again in my recovery of the Perciplex, I will call upon—'' Both Osherl and Sarsem set up a fearful outcry. "Do not so much as mention the Name; he might hear!" - Tales of the Dying Earth, The Marvelous Rhialto

     Given the breadth of their abilities and the multi-dimensional life they are implied to live, Sandestins do not have anything resembling a uniform or consistent appearance. They can shift their form as easily as we do our clothing,

"Sarsem, will you sit?" asked Ildefonse, "In this guise, I find it more convenient to stand." "Then why not alter to human form and join us in comfort at the table?" pressed the wizard, "That is a good idea." Sarsem became a naked young epicene in an integument of lavender scales with puffs of purple hair like pompoms growing down his back. - Tales of the Dying Earth, The Marvelous Rhialto

     With their vast power and relatively small number of weaknesses, Sandestins are some of the most powerful creatures of the Dying Earth and can only be contained or threatened. Referees who wish to use them are wise to devise a way to inform players about Chugs and the Great Name—or to not do so, since the Dying Earth is after all an extremely dangerous place.

B/X & LotFP Stats

HD: 10 (HP 52)

Armor: Plate and Shield

Move: 120' (Can fly or walk)

Attacks: 2 Strikes, 1d4+6, Spellcasting

Special: Sandestins cast spells as a 17th level Magic-User. Against the attacks of a Chug, Sandestins count as being unarmored and they cannot save against any of their abilities. Sandestins are also subject to the rule of the Great Name, and one who knows the secret of it may command them.


Spell Level

Slots

Spells Known

1

5

Charm Person, Detect Magic, Enlarge, Hold Portal, Identify, Mending, Unseen Servant

2

5

Change Self, Detect Invisible, ESP, Invisibility, Knock, Magic Mouth, Mirror Image, Wizard Lock

3

5

Detect Illusion, Dispel Magic, Gaseous Form, Gust of Wind, Haste, Hold Person, Invisibility 10', Protection from Normal Missiles, Suggestion

4

5

Confusion, Minor Creation, Minor Globe of Invulnerability, Protection from Normal Weapons, Wizard Eye

5

4

Hold Monster, Interposing Hand, Passwall, Secret Chest, Stone Shape, Telekinesis, Teleport, Wall of Force

6

3

Barrier, Major Globe of Invulnerability, Move Earth, Mass Suggestion

7

3

Duo-Dimension, Grasping Hand, Mass Invisibility, Phase Door, Remote Surveillance, Spell Turning

8

2

Mass Charm Person, Polymorph Any Object

9

1

Shape Change, Time Stop


5th Edition Stats


Medium Humanoid (Sandestin), Chaotic Neutral

Armor Class: 20 (natural armor)

Hit Points: 187 (34d8 + 34)

Speed: 40ft., fly 90ft.

Abilities: Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 20 (+5), Wis 18 (+4), Cha 21 (+5)

Saving Throws: Int +12, Wis +9, Cha +8

Skills: Arcana +12, Deception +10, Insight +10, Perception +10

Damage Resistances: cold, fire

Damage Immunities: bludgeoning, piercing and slashing from nonmagical attacks or attacks made by Chugs.

Condition Immunities: exhaustion, paralyzed

Senses: Truesight 60ft., Passive Perception 18

Languages: Common, plus up to five other languages

Challenge: 19 (18,000 XP)

Spellcasting. Sandestins are 17th level spellcasters. Their spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). Sandestins typically have the following wizard spells prepared:

Spell Level

Slots

Spells Known

Cantrip

At Will

Blade Ward, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation

1

4

Alarm, Charm Person, Disguise Self, Mage Armor, Unseen Servant

2

4

Alter Self, Detect Thoughts, Enlarge/Reduce, Locate Object, Rope Trick

3

3

Blink, Counterspell, Dispel Magic, Haste, Major Image, Slow, Tongues

4

3

Arcane Eye, Banishment, Dimension Door, Fabricate, Polymorph

5

3

Animate Objects, Bigby's Hand, Creation, Hold Monster, Passwall, Scrying

6

1

Globe of Invulnerability, Guards and Wards, Move Earth, Programmed Illusion

7

1

Mirage Arcane, Mordenkainen's Magnificent Mansion, Plane Shift, Teleport

8

1

Control Weather, Telepathy

9

1

Time Stop, True Polymorph



Chug Weakness. Sandestins have disadvantage against any attacks or saves from Chugs.

Actions

Strike. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) slashing damage.


    Well that is another series of articles done! I wanted to take a moment to thank you all for reading, and point out that I have added some links on the side bar to help me eat! No pressure, but another interest would be awesome, and would help me continue to bring you fine folks more content from me. I also wanted to mention that I am in the process of putting together the final touches on the outline to A Death in Nysa and that I should be ready to pursue that project full bore come winter break. Thanks again!



3 comments:

  1. The book is called "Rhialto the Marvellous", not "The Marvelous Rhialto".

    ReplyDelete
    Replies
    1. Ope! Sorry for the mistake. I'll rectify it as soon as I can.

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