Editing Kyuad's Lorebook
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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. | ||
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== Important Entries == | == Important Entries == | ||
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− | === | + | === Craigth === |
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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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− | + | === The Obsidian Spire and the Sinister Glade === | |
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+ | === Dire Alliance of the Dead Marshes === | ||
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+ | === Nature of the Splinter Steed === | ||
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+ | === On Natural Mirrors === | ||
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− | === | + | === Woodland Marks of the Elven Watchers === |
− | + | placeholder (Valendil's mark goes here) | |
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− | + | === 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. | ||
− | + | This Sunder Shard could possibly be from one of two origins, according to Kyuad's studies... | |
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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... | ||
− | + | '''#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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== Study of the Undead == | == Study of the Undead == | ||
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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. |
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===What lies beyond? - the lands near Baden's Bluff=== | ===What lies beyond? - the lands near Baden's Bluff=== | ||
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: 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. | ||
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