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Kyuad's lorebook is a collection of notes he's taken as he's studied and experienced life.  It doesn't have a strong theme yet, nor has it aided him in any great and impressive deeds.
 
Kyuad's lorebook is a collection of notes he's taken as he's studied and experienced life.  It doesn't have a strong theme yet, nor has it aided him in any great and impressive deeds.
 
[[Kyuad's Lorebook Questions]]
 
  
 
== Important Entries ==
 
== Important Entries ==
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=== Origins of The Sunder Shard ===
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=== Craigth ===
It is told that Vrolk travelled beneath the Spine of the World and back again with terrible artifacts and ideas to build his fortress of death. Hellish deals were made under the mountains, two of the most powerful artifacts he came away with were the '''Cadaverous Eye''' and '''the Sunder Shard'''. The Eye is all but unknown, however the Sunder Shard is said to have been the seed that grew the black tower in the Dead Marsh.
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=== The Ruinous Dance of the Brakkilorg ===
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=== Lolth, sister of Aradil ===
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=== Ossyon ===
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This Sunder Shard could possibly be from one of two origins, according to Kyuad's studies... 
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=== The Obsidian Spire and the Sinister Glade ===
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=== Dire Alliance of the Dead Marshes ===
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'''#1. ''' The fact that the Vile gathered it from beneath the Kaldrune Mts. suggests that it is possible that it is related to the things that dwell in the deep... Many terrible things lay in the dark far below in the recesses between rock and Dwarven mines.  Their is told tales of the Slumberer, a foul beast old as the mountain itself.  It sleeps in the depths below the old city of Moria, feared even by the dark denizens that infest the ancient city buried in the ash and bone of the men of stone who died when the greatest Dwarven city fell.  The Shard could be an artifact of volcanic means, a rock which is a type of naturally occurring glass, produced by volcanoes when a felsic lava cools rapidly and freezes without sufficient time for crystal growth. It is found only within the margins of felsic lava flows, where cooling is more rapid. The Slumberer Beneath the Spine of the World nests within this felsic lava flow and as it writhes in hate the Shard may have been formed.  The Shard like basalt would be dark because of ferromagnesian enrichment.  Obsidian is mineral-like, but not a true mineral because it is not crystalline. Its composition is very similar to that of granite and rhyolite. Because obsidian is metastable at the Aryth's surface. over time the glass becomes fine-grained mineral crystals), no obsidian has been found that is older than the pre-Sundering.  If such a Shard were taken it conceivably could be magically worked to grow into such as thing as the black spike knows as the Obsidan Spire. <br> It is called "Sunder Shard" due to the fact that something that happened during or post-Sundering seemed to have made these mystical materials exist...
 
  
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=== Nature of the Splinter Steed ===
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'''#2. ''' A second educated theory would be that the Shard is somewhat less unique but equally as mystical.  In difference this theory focuses on the Shard as Tektites (Elven for the Scar glass) which are natural glass objects, up to a few centimeters in size, which were rumored to have been formed by the impact causing the Scar in the Northern Marches when the Shadow fell. Tektites are obsidian shards produced by the lunar volcanic eruptions exposed on the Sundering, though few scientists are able to fathom this hypothesis.  Tektites are among the "driest" rocks, with an average water content of 0.005%. This is very unusual, as most if not all of the craters where tektites may have formed were underwater/snow-ice before impact. This suggests that the tektites were formed under phenomenal temperature and pressure.  An (unnoted) Sarcoson scientist's terrestrial-impact theory states that the impact melted material from Aryth's surface and catapulted it up to several hundred miles away from the impact site. The molten material cooled and solidified to glass. This impact theory states, tektites cannot be found everywhere on Aryth's surface. They are only found in strewnfields, which are associated with known impact craters.  How it would have come to the Vile's attention from the peoples/things under the Spine of the World are unknown.  Regardless this Shard would likely have similar makeup of the felsic shards noted above... <br> It is called "Sunder Shard" due to the fact that these materials seem to have been created as a direct result of the Shadow's fall to Aryth...
 
  
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=== On Natural Mirrors ===
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=== Zal'Kazzir ===
 
  
==== Transformation ====
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=== Woodland Marks of the Elven Watchers ===
Zal didn't just ''become'' a succubus, he merged his essence with a succubus using a method pioneered by Ardherin.
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placeholder (Valendil's mark goes here)
  
When Ardherin became a Night King he was approached by a demon, rather than by a priest as Zardrix was.  This demon was Vard, and was either the being, or commanded another being, to merge his body with the elf's.  Later, when Vrolk and Dierro were under the Sorcerer's tutellage, they travelled to the Aruun, to Ibun-Suul.  When next Dierro emerged from the jungles he had with him the chimera, aranesil, and megartkorvid in cages.  His claim to have created them himself seemed at the time to be mere bragging, but in light of his teacher's transformation it's entirely possible he was correct.  What might he plan to do to himself with this knowledge?
 
  
Within Ardherin's journal Zal found the information explaining the process by which a mortal could be bound to an outsider, and using this process caused himself to become a half-succubus.  If the sword was involved in this process, the answers are in that journal. In fact, was this outsider a relative of Zal's somehow?
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=== Origins of The Sunder Shard ===
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It is told that Vrolk travelled beneath the Spine of the World and back again with terrible artifacts and ideas to build his fortress of death. Hellish deals were made under the mountains, two of the most powerful artifacts he came away with were the '''Cadaverous Eye''' and '''the Sunder Shard'''. The Eye is all but unknown, however the Sunder Shard is said to have been the seed that grew the black tower in the Dead Marsh.  
  
==== Complications ====
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This Sunder Shard could possibly be from one of two origins, according to Kyuad's studies...
Zal thinks himself to be extremely important in the grand scheme of things.  He believes that at least one part of Aradil's scrolls refer to himself (perhaps "Kasmaelian Childe").
 
  
What binds Nazzif/Belal to Zal now?  Courtesan imps are known to serve mortal masters and reject the company of their own kind.  With Zal's new transformations, would not Belal wish to break the shackles of servitude?  Is it perhaps the hide that holds his truename that enforces obediance?
 
  
What is it about Zaindal's attacks that got through Zal's protections?  Zaindal was skeletal, so the chances of Zal having been hurt so badly by silver or wood are nill.  Sonic?
 
  
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'''#1. ''' The fact that the Vile gathered it from beneath the Kaldrune Mts. suggests that it is possible that it is related to the things that dwell in the deep... Many terrible things lay in the dark far below in the recesses between rock and Dwarven mines.  Their is told tales of the Slumberer, a foul beast old as the mountain itself.  It sleeps in the depths below the old city of Moria, feared even by the dark denizens that infest the ancient city buried in the ash and bone of the men of stone who died when the greatest Dwarven city fell.  The Shard could be an artifact of volcanic means, a rock which is a type of naturally occurring glass, produced by volcanoes when a felsic lava cools rapidly and freezes without sufficient time for crystal growth. It is found only within the margins of felsic lava flows, where cooling is more rapid. The Slumberer Beneath the Spine of the World nests within this felsic lava flow and as it writhes in hate the Shard may have been formed.  The Shard like basalt would be dark because of ferromagnesian enrichment.  Obsidian is mineral-like, but not a true mineral because it is not crystalline. Its composition is very similar to that of granite and rhyolite. Because obsidian is metastable at the Aryth's surface. over time the glass becomes fine-grained mineral crystals), no obsidian has been found that is older than the pre-Sundering.  If such a Shard were taken it conceivably could be magically worked to grow into such as thing as the black spike knows as the Obsidan Spire. <br> It is called "Sunder Shard" due to the fact that something that happened during or post-Sundering seemed to have made these mystical materials exist...
  
  
=== Ahemia ===
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'''#2. ''' A second educated theory would be that the Shard is somewhat less unique but equally as mystical.  In difference this theory focuses on the Shard as Tektites (Elven for the Scar glass) which are natural glass objects, up to a few centimeters in size, which were rumored to have been formed by the impact causing the Scar in the Northern Marches when the Shadow fell. Tektites are obsidian shards produced by the lunar volcanic eruptions exposed on the Sundering, though few scientists are able to fathom this hypothesis.  Tektites are among the "driest" rocks, with an average water content of 0.005%. This is very unusual, as most if not all of the craters where tektites may have formed were underwater/snow-ice before impact. This suggests that the tektites were formed under phenomenal temperature and pressure.  An (unnoted) Sarcoson scientist's terrestrial-impact theory states that the impact melted material from Aryth's surface and catapulted it up to several hundred miles away from the impact site. The molten material cooled and solidified to glass. This impact theory states, tektites cannot be found everywhere on Aryth's surface. They are only found in strewnfields, which are associated with known impact craters.  How it would have come to the Vile's attention from the peoples/things under the Spine of the World are unknownRegardless this Shard would likely have similar makeup of the felsic shards noted above... <br> It is called "Sunder Shard" due to the fact that these materials seem to have been created as a direct result of the Shadow's fall to Aryth...
Her panther was a childhood pet, and she never intended him to become an astirax.  It is possible that she might warm up to Eranon, who saved the cat for her.
 
  
She clearly has mental blocks in place and is being dominated.  A curse could prove to her that she is under Zal's control.
 
  
 
== Study of the Undead ==
 
== Study of the Undead ==
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Most of the souls of the dead who have joined with the weave of life and magic of Aryth can be said to have joined the Eternal, and benevolent nature spirits worshipped by everyone from the elves to the halflings are also examples eternal spirits.  
 
Most of the souls of the dead who have joined with the weave of life and magic of Aryth can be said to have joined the Eternal, and benevolent nature spirits worshipped by everyone from the elves to the halflings are also examples eternal spirits.  
 
* '''The Whisper''' of the great forest of Erethor is perhaps the largest of the Eternal, spanning the entirety of the Witch Queen’s wood and composed of the souls of hundreds of thousands of deceased elves.
 
* '''The Whisper''' of the great forest of Erethor is perhaps the largest of the Eternal, spanning the entirety of the Witch Queen’s wood and composed of the souls of hundreds of thousands of deceased elves.
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===The Trapped===
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Whether as messengers of the gods or visitors from other planes, extraplanar visitors have always walked on the face of Aryth. They arrived in forms newly made from the fabric of creation and the magic of Aryth, and if and when they were killed by violence, their spirits returned from whence they came. Others, like creatures with the fey or elemental types, were considered natives of Aryth, though their birthrights were far from mundane. Hundreds of thousands of these extraplanar entities were present on Aryth when the Sundering occurred, and twice as many were banished there along with Izrador when he fell, either due to their association with him or due to the accident of being caught up in the devastating pull that sent him hurtling from the heavens.
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Regardless of the means by which they arrived, all such creatures that were not present on Aryth at the moment of the Sundering had no bodies of their own, and so were left screaming and formless as spirits. Others became spirits when their corporeal bodies were destroyed by time or violence, and a rare few may still exist in their original bodies. All of these creatures, whatever their means of arrival and current states, are called the Trapped.
  
  
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As the years pass and the veil between the heavens and Aryth remains, the frequency of incorporeal undead haunting the realm of the living increases. It is an uncommon person that is lucky enough not to have been haunted by the shade of a deceased ancestor, and a rare traveler that has not been driven from his camp by the chilling wail of a Lost soul.
 
As the years pass and the veil between the heavens and Aryth remains, the frequency of incorporeal undead haunting the realm of the living increases. It is an uncommon person that is lucky enough not to have been haunted by the shade of a deceased ancestor, and a rare traveler that has not been driven from his camp by the chilling wail of a Lost soul.
 
* Those spirits that haunted "Satan Rock" could be concluded to be some type of twisted Lost.
 
* Those spirits that haunted "Satan Rock" could be concluded to be some type of twisted Lost.
 
 
===The Trapped===
 
Whether as messengers of the gods or visitors from other planes, extraplanar visitors have always walked on the face of Aryth. They arrived in forms newly made from the fabric of creation and the magic of Aryth, and if and when they were killed by violence, their spirits returned from whence they came. Others, like creatures with the fey or elemental types, were considered natives of Aryth, though their birthrights were far from mundane. Hundreds of thousands of these extraplanar entities were present on Aryth when the Sundering occurred, and twice as many were banished there along with Izrador when he fell, either due to their association with him or due to the accident of being caught up in the devastating pull that sent him hurtling from the heavens.
 
Regardless of the means by which they arrived, all such creatures that were not present on Aryth at the moment of the Sundering had no bodies of their own, and so were left screaming and formless as spirits. Others became spirits when their corporeal bodies were destroyed by time or violence, and a rare few may still exist in their original bodies. All of these creatures, whatever their means of arrival and current states, are called the Trapped.
 
 
 
==== Nature of the Outsiders - a spirit subtype with the Trapped template ====
 
Outsiders are a special case on Aryth, having been trapped there for thousands of years with no way to get home or call others from their planes of origin. Because the elthedar had built great civilizations and were master practitioners of the arts of magic, there was a significant outsider presence on Aryth before the Sundering. That event caused some outsiders to go mad instantly, affecting them in unexplainable and never-before-seen ways. Some consider these the lucky ones. Others were merely frustrated by their inability to return home, and they endeavored to find a way to break the Veil that enveloped the world. Through the millennia, these angels and demons have made pacts with one another and just about every other powerful creature on the planet in order to find a way home. They have served dragons, and elves, and the Shadow, and siphoned magic from nexuses all over the world. All of their attempts have failed.
 
 
Outsiders that exist in their normal forms have either survived in their original bodies since the Sundering or achieved them as a result of their transformation ability.
 
 
'''Outsiders Around Aryth'''
 
The demon-infested jungles of the Aruun are perhaps the most regarded place on Eredane when the subject of demons is broached—and for good reason. Its humid confines house the majority of evil outsiders in the world, and not many angels to combat them. The demon ruins of Ibon-sul have acted as a prison to demons for thousands of years, so long that not even the eldest Danisil sage has memory of what created such a place. There are fears that since Izrador’s victory, the invisible bonds that trap beings there are being weakened, and that more and more demons are escaping every year. If this is true, it could soon spell an end to Danisil involvement in the war for Caradul, as the jungle elves rally to defend their own home against a threat more vile than the cruelest orc.
 
 
Elsewhere, angels, demons, and devils alike have tried to blend in as best they can. Many succumb to the pull of oblivion and lose themselves among the other spirits, joining the Eternal, but others try to find a way home from the physical world or even simply resign themselves to life among the mortals. Indeed, good and evil outsiders often find common cause, and in many cases old hatreds have fallen by the wayside in light of their new circumstances. For a chance to return home, there is barely an angel on Aryth who would not work with a demon or devil, but their natures remain unchanged, and such alliances often do not last long, too strained by old prejudices and differences in philosophy that often have lethal consequences.
 
 
'''RULES NOTE''':  As a result of their millennia-long entrapment, none of the outsiders on Aryth have the Extraplanar subtype—the Material Plane on Aryth has become their home. All outsiders gain the spirit subtype as well as the Trapped template.  So in the future you COULD make Know: Spirit checks for information if you'd like...
 
 
===== Nature of the Courtesan Imp sub-type of Outsiders =====
 
Courtesan imps survive through stealth and trickery, lying and stealing as it suits them. All courtesan imps are out to make themselves powerful, every one is a coward first, and a traitor second. On occassion certain people (known as Collaborators) attracts the attention of evil powers outside the perview of Izrador enough to gain a courtesan imp as a follower.
 
 
Courtesan imps consider combat to be the same as dying. The promise of protection in combat is often enough to keep a courtesan imp loyal. When caught in a fight, a courtesan imp attempts to talk or feint its way out. 
 
 
These Imp Outsiders have various abilities that have been the formation of their nature as ambassadors and deal-makers...
 
*  A courtesan imp is an expert intermediary.  The imp has the ability of a permanent tongues spell and predisposes others to treat the imp with open-minded indifference rather than hostility. Courtesan imps use this ability to approach new collaborators and open peaceful dialogues with would-be enemies.
 
*  A courtesan imp has a flawless memory for details, rumors, gossip, and secrets.
 
*  Spell-Dealing: In the old days, courtesan imps traded in spells as part of their duties on Aryth. A courtesan imp can “carry” a spell from a book or scroll to a channeler who wants to learn it. ''[The channeler must spend the time, money and XP necessary to learn the spell from a book as usual, but does not have to physically see or handle the book or scroll himself.]''  The courtesan imp does not have to be able to use or understand the spell itself. Typically, a courtesan imp charges 25 vp/spell level for this service, but price can be negotiated...
 
*  Spellcasting Ability:  Spells believed to be known by these Imps: (5 points of spell energy/day; DC 15 +spell level) 0—mage hand, prestidigitation, virtue; 1st—jump, pass without trace; 2nd—cat’s grace, spider climb, tree shape; 3rd—meld into stone.
 
 
=====Lore Pools=====
 
Most usually appearing as a small pool of viscid, purple slime lies within a crystalline basin. A pair of rudimentary eyes emerge from the slightly swirling fluid and blink languidly at you, while a burbling voice emerges from the fluid.  "What is it you wish to know?”
 
 
These beings are of neutral care to and about the world, over the years, many isolated lore pools have become antisocial and neurotic - unable to return home and confined to one spot, they are naturally irritable, grumpy, and prone to irrational temper tantrums. 
 
 
Lore pools are a race of outsiders originally sent to Aryth to watch and record the development of the fey races and to absorb what they could of the world’s history and culture. The Sundering trapped these small, helpless creatures, who have remained in their hiding places ever since. There is no gravity on their home plane, where they are able to propel themselves from place to place on extruded cilia, but on Aryth they are simply too weak to move.
 
 
Lore pools can be found scattered across all of Aryth. Some were found by elves and given new, more comfortable homes in crystalline basins in exchange for providing the elves with their knowledge and other abilities. Still others were captured by the Shadow’s minions and coerced into using their abilities for evil. Even more are sequestered across the countryside or in ancient ruins, where they hide and observe the world around them, instinctively collecting knowledge despite being unable to report back to their masters.
 
 
Where they once may have readily provided information, they now must be cajoled or intimidated into revealing what they know to others. They also take a perverse delight in commanding their “mental inferiors” to complete difficult tasks for them, withholding vital information until the job is complete.
 
 
Lore pools are somewhat able to protect themselves - a lore pool may reveal some tidbit (which may not be true) about a target’s fate, creating a pit of fear in the target. The old Outsiders have a Vast Knowledge and may cast the greater scrying spell and may, if it chooses, display the results of this spell on its surface. Finally, Lore pools do not need to eat, drink, or sleep. There are no limits to their natural lifespan and many trapped on Aryth are thousands of years old.
 
  
  
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==Ways of the Legates==
 
==Ways of the Legates==
  
* '''Harrower''':  ''Harrowers are granted a considerable amount of autonomy and expected to scour the land with merciless efficiency. The Order of Harrowers is under the leadership of the grim legate Janavar, who oversees his harrowers’ activities from his quarters in Theros Obsidia. Janavar is known for the utter efficiency of his administration, and the fact that his cruelty is entirely unemotional and rational. In many ways, Janavar’s matter-of-fact exterior and businesslike sadism is far more terrifying than any bloodthirsty orc chieftain.''
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* Harrower:  ''Harrowers are granted a considerable amount of autonomy and expected to scour the land with merciless efficiency. The Order of Harrowers is under the leadership of the grim legate Janavar, who oversees his harrowers’ activities from his quarters in Theros Obsidia. Janavar is known for the utter efficiency of his administration, and the fact that his cruelty is entirely unemotional and rational. In many ways, Janavar’s matter-of-fact exterior and businesslike sadism is far more terrifying than any bloodthirsty orc chieftain.''
* '''Curate''':  ''A prefix title for temple legates.  Curates are aids to the Prelate (Prelate is the highest-ranking temple legate).''
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* Curate:  ''A prefix title for temple legates.  Curates are aids to the Prelate (Prelate is the highest-ranking temple legate).''
* '''Barrack-Master''':  ''A prefix title for temple legates.  Barrack-Masters are responsible for the cleanliness and orderliness of the temple living quarters.''
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* Barrack-Master:  ''A prefix title for temple legates.  Barrack-Masters are responsible for the cleanliness and orderliness of the temple living quarters.''
* '''Surgeon Knife''':  ''A dominion within the "Umbral Catholicon" group.  These legates are clerics who are too weak and ineffectual to carve a niche elsewhere in the order. They are assigned the shameful duty, not of spreading death and pain, but rather preventing them. The Umbral Catholicon follow the orcish warbands, attending the wounded and bolstering the Shadow’s war efforts with magic to knit bone and reconnect muscle. For all that these battlefield healers often turn the tide of a conflict by keeping the Shadow’s troops alive and fighting, the Umbral Catholicon are considered the lowest of the dark god’s priests, openly despised by their brethren and treated as little better than common lackeys by the orcs, who see the need for healing as a sign of weakness.''
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* Surgeon Knife:  ''A dominion within the "Umbral Catholicon" group.  These legates are clerics who are too weak and ineffectual to carve a niche elsewhere in the order. They are assigned the shameful duty, not of spreading death and pain, but rather preventing them. The Umbral Catholicon follow the orcish warbands, attending the wounded and bolstering the Shadow’s war efforts with magic to knit bone and reconnect muscle. For all that these battlefield healers often turn the tide of a conflict by keeping the Shadow’s troops alive and fighting, the Umbral Catholicon are considered the lowest of the dark god’s priests, openly despised by their brethren and treated as little better than common lackeys by the orcs, who see the need for healing as a sign of weakness.''
* '''Seneschal of Shadow''':  ''A rank within the "Soldier Legate" group.  The Seneschals of Shadow are often the head of a chapter of the Fulminate Shield, commanding up to 100 knights and hundreds of initiates and common soldiers. Others command the bodyguards of greater legates, sworn and bound by powerful magical bonds to protect their priestly masters from all harm. Scarred veterans of many battles, the devotion of these terrifying battle chaplains to their dark god has been tried by steel and consecrated by the blood of countless enemies.''
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* Seneschal of Shadow:  ''A rank within the "Soldier Legate" group.  The Seneschals of Shadow are often the head of a chapter of the Fulminate Shield, commanding up to 100 knights and hundreds of initiates and common soldiers. Others command the bodyguards of greater legates, sworn and bound by powerful magical bonds to protect their priestly masters from all harm. Scarred veterans of many battles, the devotion of these terrifying battle chaplains to their dark god has been tried by steel and consecrated by the blood of countless enemies.''
 
 
 
 
==Places of the World==
 
===The Arteries===
 
aka. A Prison of Pain, It’s one of the darkest pits on Aryth. It’s a nest of vile and tortuous hosts, a horrible den of suffering, the lair of the greatest anguish a living mage can know. It’s perhaps the most precious secret of the Shadow’s campaign in the north.
 
 
 
Some mages carried off for execution by legates are spared the mercy of death and driven in slave trains instead to the Arteries for torture, examination, and worse. To the outside world they are dead. No prisoner brought to the Arteries has ever left. None ever will.
 
 
 
A Reservoir of Power, the Arteries are an energy reserve untouchable by Aradil and her followers. When the final days come and Izrador’s ultimate goal is met, the cave master hopes the Arteries will be the great ceremonial gift—the final deliverance of arcane power that returns Izrador to his seat in the celestial realm.
 
 
 
The entrance to the Arteries is some 100-200 miles west of Highwall on the north coast of the Sea of Pelluria. At the edge of a wide shore of sharp rocks and water-worn stones, where the Northlands break off into the sea, is a towering span of cliffs. From the sea they appear as wrinkled stone, like the cloth of the earth was wadded up on shore. Cut into this folded stone is a recessed spot of rock, unadorned except for four stone columns and three arched openings.
 
 
 
===The Grey Lands===
 
 
 
'''WORKING'''
 
 
 
 
 
 
 
 
 
==ERETHOR EASTERN FRONT REGION==
 
===Road of Ruin===
 
:  Given it's grissly name for the hanged dead along the road. From the walls of Weirhold (a district within Baden's Bluff) a broad road leads south, descending to the lower coastal hills and beyond to the seemingly endless prairies of the Westlands. This highway is known as the Road of Ruin. Men speak its name with fear or smoldering rage, while orcs growl it with spiteful mirth as they grind the bones of Erenland beneath their hobnailed boots. <br> The Road of Ruin is a wide highway of compacted earth, broken stone and, in the muddier regions, felled logs, which cuts through the gentle hills and wooded lands south of the Bluff. In the shadow of the orc citadel of Vorstuk it meets the Eren Road to Erenhead in the east and the Road of Salt and Tears from Arwich in the west. The Road of Ruin continues southwest until it reaches the River Orh where it turns south again and, with the emerald smudge of Erethor ever on the horizon, follows the edge of the Westland plains to Eisin. Along this route from Baden’s Bluff to the Orh a straggling chain of ghost towns slip slowly into oblivion. In the Second and Third Ages, these market towns and villages were the thriving heart of the Badens’ dominion; now their eerie desertion is a poignant reminder that the Shadow’s knife has pierced that heart and that it beats no more. It was the orcs that caused the inhabitants of these settlements to flee, for to live in the path of Izrador’s armies is to live in the shadow of death. Those who could left decades ago, while those who didn’t were taken as slaves or food. Now, only the truly desperate haunt the desolate towns: scavengers and those who are too weak, too poor, or too scared to flee to safer locales. <br> The Road of Ruin sees frequent and heavy traffic during the arcs that the Pelluria crossing can be made. Orc forces from the North disembark at Baden’s Bluff before moving in force to join Grial the Fey Killer’s armies in Erethor. Orc-held fortresses like Vorstuk, Orshank, and Gifang are spaced by a day’s forced march to provide secure resting points for the warbands, and are manned by garrisons who enforce the Shadow’s occupation. The orc garrisons mount regular patrols and hunting parties led by goblin sniffers to track down and eliminate insurgent forces that are a constant nuisance upon their flanks. While the orc soldiery are by far the most numerous travelers on the Road of Ruin, there is also a steady stream of wagons and mules carrying food, supplies, and slaves to the fortress garrisons and to the warfronts. These caravans are usually guarded by human or hobgoblin mercenaries; such duty is considered demeaning by the orcs, and besides, their commanders believe that their bloodlust and ferocity is better employed on the killing fields of Erethor.
 
 
 
===Plains of Ash and Blood, dangers and foes===
 
:  Since the end of the Third Age, the Shadow’s foul minions have hacked and burned the forest, cutting a great ragged swathe of destruction that extends 300 miles west from Eisin’s walls and 100 miles to either side of the polluted Felthera river. A vast wasteland of ash and charred wood is all that remains of 30,000 square miles of ancient wildwood. Where springs and brooks once babbled beneath the arching boughs of giant cedars and homewood trees, blood and hissing sap are the only moisture that remains. Charcoal spires break the monotonous gray of the shifting ash lands, where thick smoke from the still-burning forests drifts in roiling clouds across the desolate scene. Sudden maelstroms of choking soot blow before screaming winds that seem to cry the forest’s anguish between the black skeletal hulks of the trees. <br> Though there is no sign of the sun through the smoke that covers the sky, the light begins to fade. Things take on a strange black and white, probably an effect of the moon’s light being filtered through the smoke cover.
 
 
 
=====Dangers Include=====
 
*  '''Cinder Storms''':  Wide areas covered by fields of hot cinders that lie on or just below the thin layer of insulating ash.  When stirred by the wind, these cinders can become a glowing storm of stining, burning danger as hot pinpricks sear the skin and the air rapidly heats to kiln-like temperatures.  Anyone within the storm risks permanent blindness without finding adequate cover. They can be miles across and can easily set new blazes if they reach fresh wood.
 
*  '''Firestorms''': Storms of fire that are more than 30 ft. cubes engulfed by sheets of roaring flame and whirling cinders. The thick black smoke chokes those caught in the blast area, moving at 30 ft. in 6 seconds and burns itself out in under a minute.
 
*  '''Firefalls''':  Forests are natually full of gullies, short drops, animal dens, and other depressions. After fire has passed these by, sometimes they are left covered by a layer of ash, mud, and charred branches that can make the ground seem safe when it actually houses a fall into fiery pain. These pits act as reserviours of heat, full of smoldering cinders and occassionaly even hot pockets of natural gas or coal seams that can burst back into flame when exposed to air.
 
*  '''Firebugs''':  These massive vermin are perverted by the touch of Shadow on the land. The unholy fires affected these bettle-like bugs that normally lie dormant under the soil, whating for an opportunity to feed on new green shoots and fertilize the ash-laden soil with their excrement; but in the Burning Line their is no regrowth to norish them and they become ravenous predators.
 
*  '''Faergral''' Man, Elf, Orc, Ogre, etc... These horrors of the searing heat and chokeing smoke of the Burning Line are a hideous form of Fell. Combinations of unleashed magics, terrible slaughter and the awakened spirits of fire and the dead have created the Faergral, the Flaming Dead. Damned to restless undeath until their bodies are consumed by fire. Even the Maelgral are more cunning, as the pain of theirimmolation often cracked as their outer shells.  The risen Faergral focus on lonly one thing: to spread its pain and burning destruction as far as it can before consumed.
 
*  There have been stories told of other things that live on in undeath within the Ash, but none are detailed enough at this time...
 
 
 
===What lies beyond? - the lands near Baden's Bluff===
 
[[Image:The-Bluff-Area.gif|thumb|the Baden's Bluff region]]
 
[[Image:Badans-Bluff-color.gif|thumb|Baden's Bluff proper]]
 
: The city of Baden’s Bluff crowns a wide peninsula that juts out into the mockingly serene azure waters of the Sea of Pelluria. The bluff is the last in a series of gentle hills that march north from the River Orh, a rich land blessed with fertile soil and good weather. The estates that the Dorn and Erenlander nobility once held here were famed for their splendid orchards, finely bred livestock, and vineyards that were the envy of the kingdom. Now, once grand manors lie in overgrown ruin or are occupied by traitorous usurpers who serve the Shadow and call themselves lords. The fine flocks and herds are gone, the pasturelands and orchards are reclaimed by the wilds, and the scions of the true lords are dead or live in secrecy among the winding back alleys of Baden’s Bluff. Towns that once dotted this pleasant land lie in echoing abandonment or have become slums where the race of men sinks into fearful ignorance, forgetting who they were and why they had once been proud. The rural folk whose ancestors lived free under the benign auspices of House Baden now eke out cruel lives as serfs forced to toil in servitude to traitors and black-hearted legates. They see little return for their back-breaking labors as the legates’ tithe-masters take most of what they grow to feed Izrador’s growing armies. Meanwhile the hateful orcs arrive from the north in never-ending numbers, their howls and the fearful beating of drums often filling the night air as they march along the Road of Ruin to the war fronts of Erethor.
 
: Where the blue waters of the southern Sea of Pelluria meet the rocky shoreline, a broad peninsula protrudes into a deceptively gentle sea, its length crenulated by gentle hills cloaked with dreaming woods and pleasant pastures that have long provided a bounty as rich as the sea that lies beneath them. At the tip of this promontory a bluff of gray stone rears above the water; clinging to its sides and crowning its summit is the city of Baden’s Bluff. The west side of the bluff faces the open waters of the Sea of Pelluria, its surface pockmarked by ledges and mine shafts and scarred by the working faces of long defunct quarry works. The shallower tunnels and excavations are now used by the most destitute of the Bluff’s residents as squalid tenements. On the northern and eastern flanks, the ground rises less severely and is carved by a maze of canals and alleyways that make up the Tidewood district. The northern part of this district is the claustrophobic shantytown of the Worm Docks, bound by rotting piers and the sea in the north and the broad Aransway canal to the southeast. Home to dour Dornish fishermen and grim-faced laborers, the Worm Docks are rumored to be the last dominion of the Badens in exile. The Stone Docks lie on the other side of the Aransway canal. Here is the true port of Baden’s Bluff, where ships have for centuries found safe harbor behind the dwarf-built sea wall. Occupying the north-easterly flanks of the Bluff, the craftsmen and merchant quarters of Guildall and the Well make up the Bellows District. Clinging precariously to the northern face, the slums known as the Steep provide shelter of sorts to the downtrodden and desperately poor. These are the squalid breeding grounds of disease, misery, and violence—they are Izrador’s benedictions, and are tools used well by his black priests. Beyond Guildall, the plentiful inns of Hearthhome lie in crowded and incongruous proximity to a bewildering number of sinister temples and shrines to the dark god. Along with the administrative quarter of Kingshand and its imposing halls and governmental offices, and the dilapidated residences of Weirhold, Hearthhome forms the district of Leewall. Above it all, the once splendid Baden Court crowns the bluff, and within its walls pretenders, sycophants, and bastards squat in the Badens’ palace, acting out a charade of governance and power. On the delicate balustrades of the graceful Spire, a winged horror squats where elven diplomats and emissaries once gazed at the stars. Corruption and menace hang over Baden’s Bluff like a bilious cloud, and from its gates march a seemingly endless horde of orcs, newly alighted at the Stone Docks and on their way to war against the fey in Erethor.<br> <br> The road that leads to the Burning Line passes through the wooded hills of the peninsula and traverses the borderlands bound on one side by the forests of Erethor and on the other by the Westland plains. To the east and west of the port city, the land rolls away in a series of low hills that follow the coastline, providing a northern edge to vast plains that stretch to the lush Eren River Valley in the east and the shores of the Ardune in the south. The Shadow’s grip is felt in the hill country, where the once multitudinous towns and villages of Erenland lie largely in ruin and the proud men and women of the kingdom eke out pitiful lives of servitude and toil. Only in the sea of tall sword grass can men and the last remaining halflings snatch some freedom from the Shadow’s tyranny, but their existence is a hounded one as orc bands led by traitorous men hunt them through the plains.
 
: The Baden’s Bluff district stretches south and east from the Green March in an almost 200-mile arc around the city. Officially, Count Halrion, the bastard Baden, rules Baden’s Bluff, the largest human city on the southern coast of the Pelluria.
 
 
 
====Baden's Bluff Districts====
 
*  Leewall
 
**  Weirhold
 
**  Hearthhome
 
*  The Crown
 
**  The Spire
 
**  Baden Court
 
**  The Watch
 
**  Kingshand
 
*  The Bellows
 
**  The Well
 
**  Guildall
 
**  The Steeps
 
*  Tidewood
 
**  Stone Docks
 
**  Worm Docks
 
**  The Quarries
 
 
 
====the Trollskarl forest====
 
: In the Last Battle, the Shadow’s forces teemed with countless orcs, terrifying fire-breathing dragons, foul demons, raging giant-kin, and other monstrous horrors out of the wild places of the world. One of the abominations put to devastating use against the human cities and elven woods were trolls bred in the vile pits north of the Highhorn mountains. These creatures, twisted by malice and hate, were often in the front of the Shadow’s onslaughts and bore the brunt of the defenders’ wrath. It was therefore not surprising when, in the aftermath of the war, a number of trolls fled their orcish masters and hid themselves in the wilds of Erenland. A large group escaped into the woods now known as Trollskarl. Over the last century, the trolls’ numbers have increased and the forest has become infested with them. Quite apart from the trolls, which orcish hunting parties sometimes attempt to capture, there is a palpable menace in the Trollskarl that is said to arise from a great spirit that haunts the dark center of the woods. The trolls are said to serve this entity, going as far as calling it queen. A mysterious series of power nexuses that lay at their center. The nexuses have been masked by this spirit from the attention of the Shadow and luring hundreds of enemy troops inside her woods to their doom.
 
 
 
====Arwich====
 
: Arwich is a rundown border town built on the ashes of an older settlement that lies at the end of the Road of Salt and Tears. A century ago, Arwich was a thriving merchant city that enjoyed great wealth arising from the salt trade and close contacts with the nearby Green March. The city was sacked at the end of the Third Age, its fine buildings reduced to smoking slag by dragon fire and the salt mines claimed by goblins and orcs. After the Last Battle, Arwich was left deserted for decades. As the arcs turned to years and the war in Erethor continued interminably, hunger threatened to halt or even reverse Jahzir’s progress. The great herds of wild boro and gazelle on the Westland Plains required intensive hunting, and the meat spoiled quickly in the hot springs and summers of Southern Erenland. Nor could the decimated halfling and human populations of Erenland support the orcs, either as a food source or as providers of it. In the face of looming disaster wrought of their own voracious and destructive nature, the orcs were forced to adapt to the role of occupiers rather than conquerors, besiegers rather than raiders. The legates began to restore order in the rural communities, slowly resurrecting the devastated society so that it might support the very forces that destroyed it. Soon, thousands of slaves toiled in the countryside of Erenland, growing and rearing food enough to feed Izrador’s ravenous hordes. To solve the problem of spoilage, the legates reopened the salt mines at Aarl and shipped the dirty white powder by the wagon- and boat-load to Baden’s Bluff and Erenhead. The inhabitants of Arwich earn a meager living by providing food and labor to support the mining operation, although the mines themselves are worked by slaves drawn from across Eredane.
 
 
 
====The Salt Mines of Aarl====
 
: Aarl is a wide area of rocky badlands and salt-flats that run from Arwich to the coast some fifteen miles distant. The region’s name is a corruption of the elven word for death, and the brackish pools and barren rock stained by dirty bands of crystallized salt are aptly devoid of life. The salt mines are a legacy of Erenland’s heyday. The entrance to the mine was once housed in an ornate stone dome that is now little more than a broken shell, half-buried beneath rubble and drifts of powdery salt crystals.
 
 
 
====The Road of Salt and Tears====
 
: Just as the Road of Ruin is the chief inland highway of the area, the so-called Road of Salt and Tears is the principle road of the western coast. In the lee of the granite cliffs of Vorstuk, the rutted track leaves the Road of Ruin to wind through a sparsely populated country of lightly wooded meadowlands and low coastal hills. It wends through this picturesque landscape like a diseased vein carrying the poison of suffering and the Shadow’s hate. The main traffic consists of merchant trains taking cured meat, salt, and grain to Baden’s Bluff and the garrisons of the Road of Ruin, tempting targets for rebels who wish to inconvenience the Shadow’s war effort.
 
 
 
====the River El & Elsweir====
 
: Not many miles from Baden’s Bluff, the Road of Ruin crosses the valley of the river El, spanning the gorge by way of a high viaduct that is a testament to the engineering mastery once possessed by the men of Erenland. A few hundred yards from the old stone bridge, a rutted track descends into the valley and follows the river to the sea. The valley is a wild and beautiful countryside of reedy marshland and sloping meadows broken by woodlands of beech and oak. Dense hedgerows and majestic elms dot the landscape, serving with the crumbling stone crofts as reminders of the region’s agrarian past. The only inhabitants left in this part of the valley are the occasional sullen-faced shepherd or goat herder and his milling, mutely staring charges. Five miles along the valley, the road comes to Elsweir, a dirty slum town built around a stone weir on a bend in the river. Long before a traveler reaches the ramshackle collection of tightly clustered hovels and rough-looking taverns, he is assailed by the stench of the town’s industries: the smell of tanning skins, butchered meat and acrid dyes combine to generate a foul miasma that causes the eyes to water and the nose to rebel. The eastern road to Elsweir is little traveled as most of the town’s produce makes its way to Baden’s Bluff by boat: it is only a short journey downstream to the river-mouth, and from there is less than an hour around the peninsula to the Stone Docks of Tidewood. Officials and legates are rare in Elsweir and the orc patrols almost never journey this far down the valley.
 
 
 
====the Green March====
 
: In the Green March, Frag Longtusk commands an army of orcs fighting a more mobile war against a scattering of human and elven villages, attempting to bypass the elven defenses. All told a few thousand humans, orcs, gnomes, and goblins would consider themselves permanent residents of the Sea of Pelluria, but for the most part the water’s populace is donated from the shores that surround it. Of these, the southern shores boast 225,000 Dorns, 100,000 Erenlanders, and no more than 15,000 Sarcosans. Most of these populations are focused on Baden’s Bluff and Erenhead, though there is a thin line of humanity stretching along the southern shore from the Green March in the west all the way to the Kaladruns in the east, making lives wherever the resources are available and the orcs will let them.
 
 
 
=====Fraag Longtusk=====
 
: The knowledge on this Shadow minion is limited due to the fact that he is a commander of more recent note, not having given time to have collected any intel in your Lorebook or with the Elves.  He IS noted on the Maps given by Aradil and taken from Vrolk, so he must be within 1-4 steps from his Night King commander.  In the area it is extremely likely he is under the command of the King of Erenland - Jahzir Sword of Shadow...  MORE - <font color=red> '''''COMING SOON'''''</font> 
 
 
 
====Dern's Hold====
 
:  <font color=red> '''''COMING SOON'''''</font> 
 
 
 
====Giant's Face====
 
:  <font color=red> '''''COMING SOON'''''</font> 
 
 
 
=====Lord Eoatin=====
 
: The knowledge on this Elven person is limited due to the fact that he is a commander of more recent note (and the guerilla style of troop movements), not having given time to have collected any intel in your Lorebook.  He IS noted on the Maps given by Aradil and taken from Vrolk, so he must be within 1-4 steps from the Witch Queen...
 
: The Arrows tell you:  <font color=red> '''''COMING SOON'''''</font>   
 
 
 
====Elemic Knot====
 
:  <font color=red> '''''COMING SOON'''''</font> 
 
 
 
 
 
===The Northern March===
 
====Blood Tower of the Northern March====
 
:  In the early days of fighting against Izrador, the Blood Tower was known as Rokan’s Hold and was part of the great Fortress Wall of the north. The Hold was a renowned training ground for warriors and it consistently managed to bring in dozens of orc trophies a month. Its walls were adorned with grisly reminders of past battles and the men who served there were amongst the most vicious of all defenders. Even the hint of an orc could send them into murderous frenzies and the dark races eventually learned to avoid the Hold entirely.
 
:  During the second invasion of Izrador, the men of the Hold were put to the test. They were all that stood to stem the tide of the Shadow while the northerners retreated to shore up defenses elsewhere. For weeks, the men of Rokan’s Hold defended the tower, slaughtering any orc who dared get too near. Though the defenders fell to magic and arrows, they whittled away at the forces attacking them.
 
:  The arrival of a contingent of Shadow Minions spelled the doom of Rokan’s Hold. The battle for the tower raged for weeks longer, even after the arrival of the minions, until the interior of the tower was drenched in blood and the walls were plastered with gore. Though the Hold fell, its defenders became legends because they gave the northerners needed time to regroup and reorganize. The Blood Tower became a story to inspire warriors from that time forward.
 
Powerful magic waits in its lower regions. The powerful nexus somehow escapes the notice of Izrador’s legates and even the astiraxes. :  It is told that should heroes be able to infiltrate the Shadow’s defenses and craft magic items in the heart of one of his strongholds, the benefits would be powerful indeed: magic weapons that retain their enhancement bonuses even when within the presence of a black mirror.
 
  
:::  '''BLOOD TOWER OF THE NORTHERN MARCH'''
 
::::  Spell Energy: 40
 
::::  Feats: Craft Magical Arms and Armor
 
::::  Affinity: Any weapon enhancement 2
 
::::  Recovery: 4
 
::::  Special: May only be used in the creation of weapons; may only be used by those who oppose Izrador and his forces; any magic weapons created here retain their enhancement bonuses and powers even when within the presence of a black mirror.
 
  
  

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