Editing Kyuad's Lorebook

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
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 ==
Line 30: Line 28:
  
  
=== Origins of The Sunder Shard ===
+
=== 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.
+
placeholder
 +
 
 +
 
 +
=== The Ruinous Dance of the Brakkilorg ===
 +
placeholder
 +
 
 +
 
 +
=== Lolth, sister of Aradil ===
 +
placeholder
 +
 
 +
 
 +
=== Ossyon ===
 +
placeholder
 +
 
  
This Sunder Shard could possibly be from one of two origins, according to Kyuad's studies... 
+
=== The Obsidian Spire and the Sinister Glade ===
 +
placeholder
  
  
 +
=== Dire Alliance of the Dead Marshes ===
 +
placeholder
  
'''#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...
 
  
 +
=== Nature of the Splinter Steed ===
 +
placeholder
  
'''#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...
 
  
 +
=== On Natural Mirrors ===
 +
placeholder
  
=== Zal'Kazzir ===
 
  
==== Transformation ====
+
=== 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.
+
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?
+
=== Origins of The Sunder Shard ===
 +
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 ====
+
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?
 
  
 +
'''#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 ===
+
'''#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 ==
Line 267: Line 278:
 
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.
 
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 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'''
 
 
 
  
  
Line 292: Line 298:
  
 
===What lies beyond? - the lands near Baden's Bluff===
 
===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.
 
: 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.
 
: 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.
Line 320: Line 324:
  
 
====Arwich====
 
====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.  
+
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====
 
====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.  
+
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====
 
====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.  
+
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====
 
====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.  
+
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====
 
====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.
+
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=====
 
=====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>   
+
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====
 
====Dern's Hold====
Line 344: Line 348:
  
 
=====Lord Eoatin=====
 
=====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 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>     
+
 
 +
The Arrows tell you:  <font color=red> '''''COMING SOON'''''</font>     
  
 
====Elemic Knot====
 
====Elemic Knot====
Line 351: Line 356:
  
  
===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.
 
  
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)