Maybe this is some interesting reading for those who are bored and badly miss the possibility to play "Final Realms". A suggestion 'we need some new books' for the very ERA we are playing in. Heh Reverend you so called "Librarian" do your thing ;) or make even more Comics. Hehe just kidding you are cool Reverend keep up the good work!
Well here are The books in Stormfront Library :
City of Stormfront: Tower of Attrition
You have entered the library for Stormfront and Belaern Isle. The dominant feature of this room is a long countertop, behind which sits a wizened, feisty-looking old man. He looks at you contemptuously, as if to question your right to be in the presence of his beloved books. On the wall behind him is a bookcase that has several large tomes resting upon its shelves. You think that if you looked at the shelves more closely, you might see the titles of the available books. As you continue to survey the room, you see several large display cases, and you realize the library doubles as a sort of museum. The northern wall holds several mounted weapons. The door through which you entered is guarded on either side by unoccupied suits of armour. The southern wall is completely covered by a huge tapestry. Two objects of interest are set along the western wall, a large stuffed and mounted warhorse, and a huge stone altar.
There are two obvious exits : out and up. Keylon is here. A sign. > Keylon says: A well-phrased question will bring a useful answer.
Keylon scowls as he looks at a book with dog-eared pages.
l shelves There are many books and tomes filling these shelves from which you can "request <book number/name>":
1. The History of Dragaera 2. The Battle of the Aaveldrop Fields 3. Myths of the Natives: The Shaldorzuum 4. The Native Inhabitants of Belaern 5. A Book on Duskwind, Stormfront Customs Officer 6. A Book on the History of "The Cult of Hellfyre" 7. A Book on Indrin's Beacon 8. The Rule of Salmarik 9. The Dread Rakmar 10. Sal-Karr, Hero of Stormfront 11. A Book on the Sons of Salmarik 12. The Great Clocktower of Stormfront 13. A Book on the Founding of Stormfront 14. The Great Volcano of Belaern Isle 15. A weathered book 16. The History of Daggerford: Center of the Realms 17. A brief history of the Unicorn Mountain >
> request 1
The librarian gives you a leather-bound book, "read book". > read book In the ancient past, long forgotten even amongst the elves and the truth of which is only revealed within these pages there were four tribes. The four tribes were lead by one court, presided over by a king and a queen and a council of 8. They lived mostly isolated, except for those who saw to the governing of the land and its inhabitants. The court was in the fair city, Dragaera.
Dragaera is a graceful and magestic place of unbelievable beauty. Four great plazas (one for each tribe) border the royal palace with market places in turn surrounding them. All was set within the most ancient and beloved forest of the known realms. The earth, itself, is said to have welcomed the embrace of Dragaera, offering forth the marble and wood used in crafting that fairest and most noble of cities.
For countless generations, so many that even the elves themselves forgot, peace reigned and the four tribes prospered and grew. No one is sure when, but it must have happened gradually. Maybe the trees told them, or the wind. New races now inhabited the world. Races that were loud and destructive and lacking the ability to understand
The History of Dragaera [ Q to quit ] the harmony... the balance that existed in the world. The new races brought with them, spawned from nothingness and with startling rapidness (or so it seemed to the long-lived elves) beings, which like the elves were immortal (or nearly so or so it seemed) but who were childish, giving in to their every whim. Not all of these new beings were 'good,' either. They reflected the attitudes of those who worshipped them. This was all new and almost bewildering to the fair race. However, as none of this directly involved them and their balance in the world was still strong, they didn't give it more than three or four generations of consideration before dismissing it as irrelevant.
But it wasn't irrelevant. The most renowned historians of the day agree that that period was the turning point. The end was upon us, but we were too blind (perhaps, arrogant?) to see it. For these new races and their immortal creations brought something intangible but all too real into the realms. Somehow, no one will ever know how, a god (for this is what the new races called these immortal beings... or so the wind whispered to the elves) was created through her own thought. She willed herself into being, but she was weak
The History of Dragaera [ Q to quit ] and without substance because she had no followers.
The Sundering. Though all elves now knew the basics of worshipping 'gods,' it is still hard to fathom that this could actually be of benefit to anyone but the 'god.'
This new, self-willed god was weak. She could intervene in the world only in the smallest of ways. Her voice couldn't even be carried on the winds or even through the trees, which even the youngest elven child can do. She had to actually be near to one for one to feel her presence. She tried for many years to gain followers among the new races, but they were unreceptive to her enticements. She had a reputation for cruelty and the new races were frightened of her. They called upon their gods to protect them from her. She was blamed for every drought, death and misfortune that happened for years upon years. She was driven into exile by a concerted effort of the other gods.
The prevailing theory is that she found a haven in the city of the Aerdna. She directed her presence inward (as in deep meditation) for
The History of Dragaera [ Q to quit ] countless generations, but the essence of her began to seep into her environment. The Aerdna began, over the insuing years, to withdraw from court. Only the two council members and their clans would actually be in Dragaera at any given time. Eventually, they withdrew entirely from court. A hastily convened council met and decided to send representatives to the Aerdna in an attempt to rebond the four tribes together.
The representatives went to Aerdnaia but were barred from entering. They found a wall around the Aerdna city! Returning to Dragaera, they reported this puzzling phenomenon to the council. After very little debate (a mere 73 years past, signifying, a very hasty decision was made), new representatives were chosen and sent out to gain entry to Aerdnaia by unorthodox means. This second party gained entry into the city and found it much changed. Where once graceful sandstone spires soared into the air, now granite and obsidian held sway. There were strange spider carvings woven into the architecture everywhere. Even the city, itself, was shaped like a web, spiralling out from a central point. Traversing the winding streets, they headed inward, to the heart of the city.
The History of Dragaera [ Q to quit ]
The heart of the city was grotesque, a monstrosity of dark granite and obsidian with blood red accents. Shaped like a spider, climbing a web up into the air, legs hooked in to guard the towering doors at the front, the building standing at the heart of the city was horrifying. The party left to find shelter in the woods outside the city, hoping that the softly spoken trees would calm their nerves. They hoped also to find the strength to enter that building.
The next day, they re-entered the city, full of fear and trepidation. Slowly, they made their way to the center. Standing before the spider building, they gathered their courage and walked up the stairs to stand before the doors. As they stood there, uncertain of how to proceed, the doors swung inward, revealing a black darker than the worst nightmare filled night. The air was thick and moist, making their skin clammy and their hair lank. They entered the building, sure that they would never leave.
Stepping into the inky darkness, they paused in the vestibule waiting for their eyes to grow accustomed to the darkness. The doors swung
The History of Dragaera [ Q to quit ] closed behind them. Walking down a long hallway they felt a hum vibrate through the air. The hallway spiralled around the building into a vast central chamber. In the center of that chamber was a sunken altar. On that altar was a throne and on that throne sat a woman. Her skin was dark and her eyes were widely set and slanted slightly. Her hair was white and coiled around her head in a sort of crown. Surrounding the altar were stone benches arranged in tiers. The benches were full. The Aerdna were humming and staring with awe upon the face of the hideous woman on the throne. Her head was slightly lowered as if she were deep in thought. As they stood there, she raised her head and smiled... a hideous parody of joy crossing her face.
She spoke in a low, raspy voice, her words strangely slurred, "You look upon my people." It sounded almost defiant, as if daring the strangers to dispute her. They didn't. As one, they started backing out of the room, but she laughed and they were stopped in their tracks. Three of the four fell, silently to the floor, as if their bones had just melted. The fourth turned and ran, the woman's laughter echoing and echoing through his mind. He ran out of the building and through
The History of Dragaera [ Q to quit ] the streets and out the gates. (**reference: "The Perversion of the Aerdna" for a more detailed account of the city of Aerdnaia **)
It is likely he ran all the way back to Dragaera. It is my belief that he was trying to outrun the laughter, though he ever did. He died in that central room along with the others, but the laughter kept him animated until after he brought his disjointed tale back to Dragaera. The council debated the issue for the next two generations. They knew after hearing the report what must happen next, but they were unwilling to commit themselves to such a heinous deed. After much heated discussion, a vote was called and the council of six now, along with the king and queen, voted, five for, three against, a declaration of separation of the fourth tribe. This was tantamount to a declaration of war and not made lightly. There had never been 'war' amongst the elves, though they knew of the concept from observing nature and from the new races. (**reference: "The Sundering" for a more detailed explanation of the meaning of a 'vote of separation.' **)
The History of Dragaera [ Q to quit ]
The remaining three tribes amassed at Dragaera and prepared to march against the Aerdna. This occurred fairly rapidly, most every 'adult' of the elves gathered by the end of the next generation. They marched on Aerdnaia and a fierce battle ensued for the next two generations. The once glorious but now hideous Aerdnaia was all but obliterated. The war spread south into the lands of the new races. The new races themselves were drawn into it. Fighting on both sides, the new races complicated matters. The elves, the three tribes and the Aerdna, were disconcerted by the capricious, unsteady rashness of the new races. Their tactics were unpredictable and lead to catastrophic bloodshed. During the war, the Aerdna god, Cyrcia was absent, but the Aerdna were not chagrinned at what was obviously the loss of an important weapon (later, it was learned that Cyrcia predicted the defeat of her followers and was preparing a new place for them to dwell... underground in the darkness she preferred.). (**reference: "Cyrcia: Building an Empire" for more information regarding her 'lost' years. **)
The History of Dragaera [ Q to quit ] By the end of the second generation, it was obvious the Aerdna were losing. Their numbers dwindled until one day they were all just gone. They had fled. The elves seemed empty; their victory was hollow, as they had known it would be. The tribes had been sundered, the few survivors of the Aerdna gone, never to return. The world was in complete devastation. The balance of nature was in utter chaos. The new races had been all but eradicated from the realms. The elves prepared to depart the new lands, ashamed and broken. The council met and decided that a few should remain behind to guard against the return of the Aerdna and to help rebuild the lands of the new races. Those that volunteered were revered for all knew that they would never be allowed to return home.
The elves returned to their lands, using almost every ounce of strength they had to persuade the earth to obscure their tracks and set wards against intruders. Returning to Dragaera, greatly reduced in number, they convened one last council of the three tribes. This last council resolved to disband the court as The Sundering had destroyed the solidarity that linked them together.
The History of Dragaera [ Q to quit ] The present king and queen, disheartened by what had befallen their people, for they were the embodiment of all the tribes, left Dragaera and the wind never carried their voices again. One by one the tribes left Dragaera until none remained. The city, itself, so beloved by elves and nature, remained, though. It will always stand as a monument to a past that is better forgotten.
Serisin, Tribe Sinaku
> l
City of Stormfront: Tower of Attrition
You have entered the library for Stormfront and Belaern Isle. The dominant feature of this room is a long countertop, behind which sits a wizened, feisty-looking old man. He looks at you contemptuously, as if to question your right to be in the presence of his beloved books. On the wall behind him is a bookcase that has several large tomes resting upon its shelves. You think that if you looked at the shelves more closely, you might see the titles of the available books. As you continue to survey the room, you see several large display cases, and you realize the library doubles as a sort of museum. The northern wall holds several mounted weapons. The door through which you entered is guarded on either side by unoccupied suits of armour. The southern wall is completely covered by a huge tapestry. Two objects of interest are set along the western wall, a large stuffed and mounted warhorse, and a huge stone altar.
There are two obvious exits : out and up. Keylon is here. A sign. Keylon says: Something you would like to ask about? Hurry up.
Keylon claps his hands happily and exclaims: I'm so glad you came to see my new book! It was found on the corpse of an elf, high on Unicorn Mountain. I think it's very important!
The librarian gives you a leather-bound book, "read book". > read book
THE BATTLE OF THE AAVELDROP FIELDS
The first battle fought between the sons of Salmarik was the Battle of the Aaveldrop Fields, which was named after the location on which it took place. The fields of the fertile lands known as Aaveldrop were the richest farmlands in all the Realms, at least before the wars ended. In the first battle of the sons' armies, the fields would be irrigated by the blood of thousands of men. In the second and last battle, the fertile lands would be laid waste.
The battle was to be quite a rout, or at least, so thought many of the wise men of the time. Too many people favored Frodo, and thus, he would have a decisively larger army which would simply overpower the army of Orfod. There were some wise men, however that thought Orfod would be the victor due to his skill with battle tactics. Long had Orfod studied tomes of knowledge regarding the tactics of battles and great historical battles. Frodo was not so wise to the
The Battle of the Aaveldrop Fields [ Q to quit ] ways of war, yet many felt numbers alone would give him the necessary advantage.
The two forces met, finally on the large expanse of the fields of Aaveldrop. The winter had been devastating to the fertile fields, but once spring returned, the lands would live once again. As they were, however the fields were dry and dead.
Orfod's army was first to arrive at the future battle site, realizing that being their first and fortifying his forces would give him the advantage of the terrain as well as supplying his army with the feelings of protecting their territory. Orfod realized that a defensive posture would be necessary, at first in any case when confronting such odds as he knew to be inevitable. Drawing up defensive plans immediately, Orfod began the preparations for battle. Frodo's forces would be there within a day or two, and Orfod knew that in order to have any chance, he had to rely on the unorthodox.
The Battle of the Aaveldrop Fields [ Q to quit ]
The first thing Orfod had done would turn out to be the decisive action of the battle. Orfod had trenches dug in a semi-circle, with the high point of the arc being the location of his main forces. The trenches were nearly invisible on the flat area, but were large enough for the large force of Orfod's footmen to sequester themselves, each armed with a claymore. Orfod had learned that Frodo's prominent force was his cavalry, so he planned to defeat Frodo's cavalry in this manner.
Orfod also had his men gather as much dead straw and grass from the fields. With this dead vegetation, Orfod's group made blankets that matched the ground, making anything lying under it invisible for all practical purposes. To his archers did Orfod give these blankets, and he spread his archers on both sides and the full length of the fields.
------------------------------------------------------------ * * * * * * * * * * * * * * * *
The Battle of the Aaveldrop Fields [ Q to quit ] / xxxxx / OO oooooooooooo xxxxx / OO ooooooooooooooooo xxxxx / OO ooooooooooooooooo xxxxx | OO oooooooooooooooooo xxxxx | OO oooooooooooooooooo xxxxx | OO oooooooooooooooooo xxxxx OO ooooooooooooooooo xxxxx OO ooooooooooooooooo xxxxx OO oooooooooooo * * * * * * * * * * * * * * * * ------------------------------------------------------------ ---------------------------Legend--------------------------- ------------------------------------------------------------ -- x = Orfod's main army / = Orfod's footmen trenches -- -- * = Orfod's disguised archers -- ------------------------------------------------------------ -- o = Frodo's main army OO = Frodo's cavalry -- ------------------------------------------------------------
The Battle of the Aaveldrop Fields [ Q to quit ]
Frodo's army arrived sooner than Orfod had expected, but Orfod did have the time he needed to complete his preparations. Frodo's army was indeed much larger than Orfod's, but Orfod's men were in no way discouraged. The sun set just as two armies were able to see the others' full compliment, and both knew that in the morning, they would all see each other much closer.
The sun arose on the battle field to find both armies still at rigid attention, eying one another over the vast expanse. Frodo's cavalry stood at the ready, preparing to charge right through the apparently feeble line of Orfod's men, and completely oblivious the the trenches before them. Orfod's archers were all in place, some no more than a few yards away from Frodo's men.
Frodo, greed-ridden and blood thirsty wasted no time and quickly gave the order for his cavalry to begin what he felt would be the slaughter. The rest of Frodo's men prepared to follow in the wake of the charge and massacre the rest of the hapless little band. And so began what is now historically referred to as "the footman's
The Battle of the Aaveldrop Fields [ Q to quit ] charge".
The cavalry charged swiftly with their spears and lances lowered towards the unmoving line of Orfod's men. As they neared their target they were suddenly made aware of the folly of their confidence. As the line of horsemen reached the trenches, out sprang the claymore wielding footmen of Orfod. A cavalry is nothing without their horses, and so the orders of the footmen had been made clear, remove their horses. Each passing horse in turn was dismembered, legs lobbed off at the knee with one clean swipe. Many of the cavalry died in the fall, having their neck broken or by falling under the weight of their legless horse. The rest were summarily killed by the footmen.
Frodo and his army, now in a state of disbelief committed their second mistake by sitting there watching the misfortune of their prized attack force. The only thing that gave the archers away was the twang of their bow strings. Frodo's army dropped like flies, and without much hesitation, Frodo called retreat and the remainder of his forces fled.
The Battle of the Aaveldrop Fields [ Q to quit ] It had truly been a one sided victory, but to many's surprise Orfod was victorious. None of Orfod's main fighting force had been killed, but a few footmen had been crushed under horses, and several archers had been killed during the fighting retreat of Frodo's army, but all in all Orfod was very pleased. He knew, however that Frodo would be back, and the second battle would hold far fewer surprises.
MYTHS OF THE NATIVES : THE SHALDORZUUM
[Librarian's Note: The woman mentioned at the end of the text is surrounded with mystery. She has been seen, but never approached. She is not of the natives, though they treat her as a queen. It is not known where she came from or why she lives with the natives. One local rumor says that she is a former resident of Stormfront who left many years ago, but according to those who have seen her, she appears much too youthful for that. ~ K.D.E.]
Born in ancient native myth, a great race of powerful immortal beings known as the Shaldorzuum has been a working part of traditional folklore on the Isle of Belaern and in Stormfront since nearly its founding.
The belief and worship of the Shaldorzuum has been an integral part of the lives of the native population of the jungles of Belaern ever since history has been recorded. The natives hold to the belief that they were created in the image of the Shaldorzuum and were placed
Myths of the Natives: The Shaldorzuum [ Q to quit ] on the great isle for a purpose. Believing that they are the chosen of the Shaldorzuum, the natives believe all other races to be corrupt and against the ways of the Shaldorzuum. Little is known as to why the natives developed this particular myth.
The Shaldorzuum, or Chaeldurtsum, [ shal - dor - zoom ], are said to be beings of immense stature, traditionally 15 feet tall, but capable to alter their size and appearance at will. The beings are completely benevolent unless mocked or otherwise troubled. The immortals are also very protective of the native population, causing storms and other natural disasters when the lives of the natives are threatened. The Shaldorzuum dress in brilliant colors and silky material, sometimes adorning themselves in beautiful plummage of birds and beasts of the outer planes.
The natives believe that once, when the isle was 'pure' and populated by only being of like kind, the Shaldorzuum walked freely among them and upon the Isle of Belaern. Now, it is believed that only a single descendent of the race lives among the natives, and it, in the form of a lovely woman. The natives believe that the Shaldorzuum
Myths of the Natives: The Shaldorzuum [ Q to quit ] reside in another plane, yet always watching and looking after them and their progress.
DUSKWIND
[ Librarian's note: As Duskwind is reluctant to talk about her past, and the wisdom of interrogating her is questionable, all the conclusions drawn in this text are just speculation. Perhaps one day, Duskwind will open up and write about her experiences as she did about Sal-Karr's life in another book found in our collection. ~ K.D.E. ]
The stunning woman that guards the docks of Stormfront has a mysterious past that equals her beauty in complexity.
Duskwind has spent her entire life in the city of Stormfront, though her beginnings are somewhat clouded with rumor and uncertainty. Her mother, Lauranya, died giving birth to her, and also before naming the girl's father. It is believed by most residents of Stormfront that her father was indeed the legendary Sal-Karr, though he vanished before the child was born and was married to Sylasha at the time.
A Book on Duskwind, Stormfront Customs Officer [ Q to quit ]
When she was orphaned at birth, the family of Balithor, the town smithy and former fighting companion of both Lauranya's husband, killed in the battle for the Tower, and of the great Sal-Karr himself, took the girl in. She was raised alongside his children, and thinks of the smith's family as her own.
Balithor and his family were always upfront with her about her uncertain beginnings, and by the age of 17 she wanted to seek the truth about her father's (?) disappearance. She left home and set out in the direction Sal-Karr was last seen moving toward, that of the Great Volcano. She was gone for several months, and many feared the worst... but she returned to Stormfront, wearing a mysterious amulet and with a strange look in her eyes.
She has never married, though she was at one time pursued quite extensively by a miner. She appears to have rejected men under several different and uncharacteristic reasonings, the one she employed with the miner was to proclaim him too
A Book on Duskwind, Stormfront Customs Officer [ Q to quit ] poor to support her. She has broken many a heart, and one wonders how and why she chooses to remain solitary.
Presently, Duskwind can be found patrolling the docks of Stormfront. She acts as Customs Officer for the island. Why she does this is not entirely clear, she appears to have reasons of her own. When she presented the idea to the City Elders, they saw its merit and allowed her free rein in planning the customs system. It serves the city well and is a tribute to her skill.
ORIGIN AND HISTORY OF THE CULT OF HELLFYRE
[ Librarian's note: This book is an excerpt from HISTORY OF THE REALMS, a not-yet-finished work. ~ K.D.E. ]
"...For seven centuries, the inhabitants of these young Realms enjoyed what has become known as the Age of Light. With the close of the elven wars, the drow had retreated into the earth, where they would remain hidden for many years. Upon the surface, new alliances were formed between the races of good, as even dwarf and elf formed bonds of friendship. It was during this era of prosperity and peace that the first Council was formed; a brotherhood of Paladins, Archmages, and Holy men, who roamed the land, assuring the safety of all peoples. The goblins, orcs, and other giant-kin were driven back into their caves, and it was said that a virgin could walk alone through the Realms without fear for her safety. The Age of Light was a long and glorious period of these Realms' history, but, as all ages do, it came abruptly to an end.
A Book on the History of "The Cult of Hellfyre" [ Q to quit ] The drow, having established themselves in the wild Underdark, re-emerged, their magic enhanced by the dark radiations of the world beneath our own. With them came the duergar, evil kin of the dwarven peoples, in armies so mighty that the earth itself shook with fear. The city of Bryndhol, ancient seat of power, was sacked within a fortnight, and across the land, elves, dwarves, and humans banded together in a desperate hope for survival. Little is known of the age which followed, called by some the Age of Darkness. Few kept records of any kind, and even the ruins of the Realms' mightiest cities have disappeared over time. One name comes down through the ages however, the name of a dark elf unmatched in power or ambition. His name was K'ycer Hellfyre. A High Priest and Necromancer of Cyrcia, indeed the FIRST male ever allowed into that goddess' dread clergy, K'ycer was a force to make worlds tremble. For four hundred years, his armies besieged the Realms. The elves of Semyrlin were all but eradicated, the dwarves in Duncamber were forced to collapse the tunnels leading into their city in order to escape destruction. Good seemed a forgotten concept, and evil's victory complete. It was then that the great Council re-emerged, its membership
A Book on the History of "The Cult of Hellfyre" [ Q to quit ] composed of all good races, from elven archmages to human paladins, good's last hope of victory. The armies met, and evil was thrown down from its seat of power, though the cost was incalculable for each force. The race of duergars was almost completely destroyed, their lack of magical prowess a decided weakness which the enemy archmages capitalized upon. It is said that the skies rained blood for a year afterwards, and that" the great desert which is now Kycrin was a lush forest before the month-long battle. When the skies cleared, many of the drow had retreated into their dark cities, claiming that Cyrcia no longer favored the war. K'ycer Hellfyre and a few others were all that remained of evil's nucleus. The Council too was irrevocably shattered; of the more than one hundred powerful mages and lords that had begun, less than twenty survived. Aching and exhausted, they nevertheless took up their staves and their weapons, gathered their retainers, and set off after K'ycer, such was their hatred and fear of him. Into the Underdark they came, the mightiest of the Realms' paladins, followed by legions of warriors and powerful archmages. And there, in a crumbling tunnel of broken stone, K'ycer turned
A Book on the History of "The Cult of Hellfyre" [ Q to quit ] and met them in battle. He was at the height of his ability, and Cyrcia was with him, as he tore ranks of holy warriors apart with his spells, and dominated mage after mage. His followers fell, one by one, but the great Lord Hellfyre shrugged off lightning bolts and sword wounds with equal disdain. There the battle might have ended, with evil once more victorious, but a holy Priest of Timion called upon his God, in an act of sacrifice beyond any this Realm has seen. His physical shell became a living conduit for Timion's power, and a hammer of light formed in his hands. As the life faded from his body, he hurled that great hammer at the drow Priest, and struck him to the ground. All was still. The war cries of battling enemies had ceased, to be replaced by the moans of the dying. The Timion Priest lay where he'd fallen, his body spent by the strength of his prayers. For the space of an hour, nothing moved. Then a small shudder ran through the body of K'ycer Hellfyre. Slowly, and with great pain, the drow crawled towards the north wall of the cavern. Before him, the rock split wide, and he tumbled into a hidden
A Book on the History of "The Cult of Hellfyre" [ Q to quit ] complex. Upon the deep carpet, the great drow offered a final prayer up to Cyrcia, forming the words of a spell through trembling lips. 'My Queen', said the dying drow, 'Defend thy Servant.' And then, he died. Thus ended the Age of Darkness, and began the Age that is our own. K'ycer Hellfyre and his dark works have been forgotten by the mortals who walk these Realms, all except a chosen few, who have come to worship in the chamber of his death. Favored by Cyrcia, each strives to complete K'ycer's grim vision. This is no group of weakling fools, but the chosen succesors to the drow's legacy of pain and violence. This is the Cult of Hellfyre. Let the Realms beware..." [end excerpt]
THE MYSTERY OF INDRIN : A COLLECTION OF SCROLLS
[ Librarian's note: This collection of scrolls was discovered at Indrin's beacon by Gerdon when he and Hain went to interview the current Indrin for a text in progress. It appears to be some kind of journal, found and then re-found through the centuries. We store documents like this so that perhaps some scholarly adventurer can study and make sense of them. ~ K.D.E ]
None are sure exactly what Indrin looked like..
Seems that he or she (again there is little certainty)... really didn't like publicity, and was always working and doing magic in the shadows. It is generally assumed that Indrin was indeed a male, perhaps a human or half-elf... none think it could have been a dwarf (Although to the historians on Golhyrr it has long been assumned so.)
So with the general uncertainty around Indrin, the sketchiness
A Book on Indrin's Beacon [ Q to quit ] of "his" legends and histories are understandable.
Here is the tale of Indrin (consolidated) as was told to me in the late summer around 30 years ago by a strange and deluded old man who lived along the eastern coast of the Isle of Belaern. (I am sure he is gone now... storms and time would have long ago erased any sign of him. But I believe his name was Gelion.)
Indrin came from the West... from across the great sea. He was found adrift on a sailess boat, near dead, by a vessel from the now nearly forgotten Kingdom of Gwaithir. At his request, he was brought before the King, who at that time was Dhorin Stoneweaver, greatest of his clan. The court was alive with rumour and speculation, and it was generally assumed that the stranger Indrin would perish, for even during those marvelous times he was severly ill. It was nearly a year before he spoke.
For a time Indrin lived with the people, seeming to relish in observing them. A great friendship was formed between Indrin and Dhorin, so much so that Indrin was highest among the advisors
A Book on Indrin's Beacon [ Q to quit ] to the king and was trusted implicitly. Indrin taught the children of Dhorin of the wide world, and of the beauty, both magic and corporal, that lay within it. Many years of happiness ensued, and great were the wonders the Stoneweaver clan wrought. Great mechanical creations, magical gates into other worlds, sleek powerful sea vessels, and yet not all were pleased. Ever has it been among those that have so much, they can never get enough to satisfy them, and so wild were their explorations into all things that much was done that would be considered wrong.
It was nearly 60 years after the arrival of Indrin from the west that the Chamber was found. A small dark hole in the earth, that many said didn't even exist in our time or dimension. (I believe Gelion speaks of a pocket dimension, quite large from his gestures.) IT was in this chamber that IT was found... a sliver of the chaos that spawned the world. Against the wishes of Indrin, Dhorin took it forth and fastened it upon a scepter, this was the beginning of the time of darkness, that still continues today. By slighting Indrin, Dhorin had driven a wedge between them, and only upon the death of Dhorin many years later would
A Book on Indrin's Beacon [ Q to quit ] it be bridged.
A foretelling was given to Indrin and he told those that would listen... among then were many of the sons and daughters of Dhorin. Many struck out the the West, seeking the land that gave Indrin to them, others went East, some went through the world gates to adventure in other dimensions. Soon Gwaithir, which was once mighty and great, grew neglected and empty. Those that dwelt within it, humans and dwarves, quarreled amoung themselves, and great was the discord and sadness in the heart of Dhorin.
It was during this time that Dhorin became very sick, and he knew death was upon him. He summoned his remaining people and bade them seek out Indrin, so that they might be reconciled. Even as he spoke Indrin appeared and came forward to comfort Dhorin in his death. Upon his death, Dhorin was entombed in an glorious crypt. Not long after his death a great silver dragon flew from the south, which unlike most dragons did not attack the city, instead it spoke in the ragged, sad language of a creature that has lost all will to live, saying that it had failed to
A Book on Indrin's Beacon [ Q to quit ] protect Dhorin, and would therefore would guard him in death. (I surmise here, for the elderly chap began to babble terribly, that the dragon was indeed Stoneweaver's wife. She was long thought dead, but never had her tomb been found. A few things the old chap said during his tirade seem to suport this idea.)
Indrin was overcome with sadness, as were the remaining people of Gwaithir. But this was short lived. Indrin and the remaining sages of the Clan, sought to entomb the Rod of Chaos, as it was now called, for they attribute its arrival with the decline of their civilization. A great and elaborate holding place was constructed. And so to seal it off the Sages built the Arch. Indrin wanted to guard it more heavily... by removing it from existence, but the sages grew weary, and longed to depart from this place of sadness. (here the old man began to chant... it was indeed odd.. and frightening... but this is basically what he said) "Light and dark are the keys to the keys, and they that unlock the door and complete the gateway, doth welcome death to the quickly." (His tone of voice was most disturbing, and he began to babble terribly after that.)
A Book on Indrin's Beacon [ Q to quit ]
Once it was finished the city of Gwaithir was abandoned, those that chose to remain traveled south, while the rest traveled West from whence came Indrin.
Indrin remained on the Isle of Belaern for another 100 years after the fall of Gwaithir, staying only long enough to erect the Beacon, to "guide those that will come to this place to see and maybe right that which we leave wrong." During this leaderless time many petty kingdoms arose from the dust of the Stoneweaver kindgom. Soon Indrin could bear them no longer and he too traveled West, to rejoin the children of Dhorin, and so Indrin was gone.
Here ends the story the old man told me... what follows are my notes on the subject of my namesake Indrin.
Indrin was obviously a great wizard, and had a slight gift of prophecy. The lighthouse I keep was built to light the way through the deadly reefs. I can only assume that the Gwaithir was a city somewhere near the southeastern base
A Book on Indrin's Beacon [ Q to quit ] of the sleeping volcano.
Although I have only found a few mentions of anything similar in current records. I can only assume this story to be either a delusion, or a verbal historical account, and as such I have transcribed it as closly as possible. This Indrin chap I feel was real. For I am the 12th of my title, and even though I was given a different name this is the one I wear as Beacon keeper.
~~Indrin 12 [Year 20 of the reign of King Merkis]~~
[Librarian's note: The following handwritten note was tucked into the orginal manuscript. ~ K.D.E.]
Upon cleaning the lighhouse library, which was quite dirty, and much cluttered with books, I came upon this scroll. I feel it is of some historical value, and I will send it to the Town Library as soon as possible.... but I feel the need to add a few notes myself.
A Book on Indrin's Beacon [ Q to quit ]
I am the 6th Beacon keeper since the Destruction. I too wear the title of Indrin, althought it seems to be more of a name than a title... Gwaithir was I think a small ruined town far to the north, that was overcome by the volcano and the great desert. This couldn't be the Gwaithir of the story for so ruined was this place that not even the evil beasts of the desert would live near it...
I will send this to the village as soon as possible.
THE RULE OF SALMARIK
[ Librarian's note: This book was co-authored by the brilliant scholar Gerdan and his protector Hain. Gerdan and Hain proved themselves to be a near perfect pairing of mental and physical prowess during their many years of adventuring. Hain's sword guarded Gerdan's notebooks, and together they interviewed countless individuals, friendly and malevolent, all over the isle of Belaern while preparing this tome. ~ K.D.E. ]
The first and only true king of Belaern, Salmarik's reign was marked by great accomplishment and violent tragedy.
He was born about 370 years before the founding of Stormfront, one of many children on a farm in the eastern part of Belaern (what is now the Blood Sands, but was then a rich agricultural area). The farmers had no real leader, and traded amongst themselves for items they needed. It was a peaceful existence, marred only by occasional raids by the native population. These raids were rarely violent, but often took provisions the
The Rule of Salmarik [ Q to quit ] farmers held in storage for emergencies, which made life a risky, day-by-day thing.
As Salmarik grew up, resentment toward the natives increased, and groups of men organized to defend the farms from the now more frequent raids. Salmarik was the leader of one such group, and was considered a highly effective captain.
Salmarik is eventually proclaimed King, and proceeds to organize and expand his dominion to include all of Belaern from the base of the volcano to the southern tip of the isle. He does this in a seemingly effortless manner, and it is rumored that he is recieving help from a drow mage named Rakmar [see book on Rakmar Horgashax].
At an elderly age, Salmarik steps down and hands the throne over to his eldest son, Orfod. Orfod's power is not the equal of his father's however, and turmoil in the kingdom results. Frodo, Orfod's younger brother, desires the throne, and war ensues [see book about the Sons of Salmarik]. Mighty armies are mustered, but in the end,
The Rule of Salmarik [ Q to quit ] neither son is victorious. Both father and sons vanish in a mysterious, magical, and environmentally catastrophic event that results in the destruction of the fertile kingdom and the creation of the Desert.
No one knows for certain what has happened to Salmarik or his sons. The sons have been rumored to live on in some undead form on opposite ends of the wasteland that was to have been their kingdom. The stories say they continue to plot to uncover the source of their father's power, possibly some magical item that disappeared along with Salmarik.
THE DREAD RAKMAR
[ Librarian's Note: This book was written by a Bardic Student as part of his graduation from the collegium. He went off-island to write it, fearing Rakmar's wrath, and returned with the completed book several months later. ~ K.D.E ]
Long a mysterious and mostly malignant presence on Belaern, little is known about Rakmar Horgashax. What is known is mostly in the form of rumor, since few who see the face of this evil live to tell the tale. The few that Rakmar allows to return to the safety of Stormfront are reluctant to tell tales on the mage, quite understandably fearing for their lives.
As far as can be ascertained, the drow mage has achieved some form of immortality. He has been said to claim that his longevity was a gift from Grimbrand, and there is little reason to doubt this claim. It is not clear why a drow mage would worship Grimbrand rather than Cyrcia, though it seems certain
The Dread Rakmar [ Q to quit ] that such a cunning being as Rakmar does not do this without some clear personal gain.
It is said that Sal-Karr, mighty hero of the founding of Stormfront, met his death at the hands of Rakmar. On a journey to the great volcano in hopes of ending the mages taunts, Sal-Karr disappeared and was never heard from again.
He leaves his mark on most of the darkness that surrounds both Stormfront and Belaern, all throughout the isle's long history. He is believed to have had a hand in the formation of the deserts and the scourge of evil beings that make their home at the base of the Great Volcano. Longtime residents of Belaern believe Rakmar involved in even the most minor of annoyances, such as foul weather. It seems clear that while he is little-seen, his presence is always felt. Those who would attempt to make clearer the murky history of Belaern best not forget the power of Rakmar's will.
THE CONFLICT OF ORFOD AND FRODO
The two sons of King Salmarik and his wife Jiana grew up in a rich, vital kingdom, only to be the cause of its destruction.
Even as children, the boys fought. Orfod, the elder, was a strong, quiet boy. He excelled in physical contests, yet was no slouch in the mental arena either. His father was pleased and proud to have such a capable heir. Frodo was jealous of the attention lavished on his older brother, and failed to see why he was not as good a choice for the next ruler of Belaern. In truth, both sons were probably equally qualified, but birthright was a difficult tradition to defy.
When their father grew old, he stepped down and handed the throne over to Orfod, and with the throne, Orfod took hold of the great Rod that had symbolized Salmarik's rule. It was not known until much later that the Rod would be the object of the death of so many, the destruction of so much and the greed of all involved. Quiet Orfod
A Book on the Sons of Salmarik [ Q to quit ] was not as beloved of the people as was charismatic Frodo, and popular support rallied behind the younger brother. Orfod, fearing revolt, banished his brother and many of his followers. Armies were mustered and war ensued.
So it was that not long after the armies of the brothers had been gathered that they met first on the fields of Aaveldrop, a large area of farmlands that were a main source of agriculture to the kingdom. It was winter now, and though the fields were the most fertile in the land, they were dry and dead as the armies marched upon them. The army of Frodo outnumbered Orfod's army by several legions, but that granted Frodo no special advantage as Orfod's men were better trained and experienced, and men aside, Orfod was the greater tactician of the brothers. So it was that the initial battle of the armies was won by Orfod's forces [*Librarian's note* See the book: The Battle of the Aaveldrop Fields, for a historical account of the battle itself].
Undaunted by the initial defeat, Frodo gathered his forces that had retreated from the Aaveldrop Fields and commissioned many new legions
A Book on the Sons of Salmarik [ Q to quit ] and began their training immediately. The next battle the brothers' armies would fight would be the last great war the Isle of Belaern has seen, and it would change all of Belaern for all time.
Several months later, after a few insignificant skirmishes between a few small groups, the full forces of the brothers met for their second and last time. Set upon the flats of Metterdowne, a large area of grassy flatlands just to the east of the Aaveldrop Fields, the final stage of the brothers' war came to a brutal climax, resulting in the deaths of the entire compliment of both armies and the destruction of all the surrounding lands, changing them into what today is the great desert of Belaern. For it was the Rod, in fact, that brought the brothers face to face in the final moments of battle, not the right to throne.
After all was said and done, the Rod had in fact decided upon the outcome of the battle, being the focal point of the Battle at the Flats of Metterdowne. The battle itself had just begun as the first wave of Frodo's cavalry had charged into Orfod's skilled footman, although much more successfully than the first time.
A Book on the Sons of Salmarik [ Q to quit ] As Orfod watched his forces battle his brothers' atop a small hill, he was confronted by his brother.
The brothers fought for a long time, and each was wounded badly from the others' blade. In the last few minutes of the fight, Orfod took hold of the Rod in hopes of finally defeating his brother. Frodo, seeing the Rod again for the first time in several months, was suddenly filled with inescapable greed. Diving upon Orfod, Frodo took hold of the Rod in both his hands.
So the brothers rolled upon the ground, scratching and clawing at one another, both still with a firm hand on the Rod and desiring it for their own. Suddenly, Salmarik appeared at the scene, having been away for quite some time, but making his way back to find his sons after hearing of their war and foolishness.
The brothers turned to look at their father, the two of them knelt on the ground, bodies facing one another, both hands glued to the Rod. Salmarik knew of the hatred in the brothers, and he felt the greed that had taken hold of the hearts of his sons. Orfod and
A Book on the Sons of Salmarik [ Q to quit ] Frodo, suddenly apathetic to the appearance of their father, renewed their struggle for the Rod with disturbing vigor. Salmarik, not knowing how to rectify the situation, stepped into the fray and grasped the Rod also in his hands.
It is only through accounts of wizards and sages looking into the past that any of this is known, and what follows, is clear speculation. It is said, however, that when Salmarik took hold of the Rod, he, too was overcome with greed. In fact, the greed of the brothers and their father, and the hatred between the brothers was so great that the Rod grew aware. At that time, the Rod unleashed perhaps the greatest single event of power the Realms has ever known, engulfing the entire area in a blast of absolute energy and evil that destroyed the lands of fertility on which the wars had been waged. Both the flats of Metterdowne and the fields of Aaveldrop became lifeless deserts. All the former habitation was completely wiped out. The brothers' forces were utterly decimated, with only a few men of the thousands escaping death.
Salmarik, Orfod and Frodo, however, were said to be taken into the Rod for some time and reshaped. Now it is believed that the three
A Book on the Sons of Salmarik [ Q to quit ] exist in these Realms as powerful undead, the desire for the Rod still welling within distorted hearts.
THE TOWER OF ATTRITION AND THE FOUNDING OF STORMFRONT
Some thirty years ago a war galleon, lost in a storm, ran aground upon the coral reefs on the northern side of Belaern Isle. Five score and seventeen warriors survived and traveled southward, exploring the lands in search of help or a place to settle. They took with them all that they could salvage from the wreckage and began their odyssey. From within the ranks of the warriors arose one to lead them ever southward in search of the help they so deperately needed, and his name was Sal-Karr. Sal-Karr was a warrior destined to forge his name forever in the history of what is now known as the city of Stormfront. Leading his band of warriors, they faced the many perils native to Belaern Isle, the climbing of the Great Volcano and the crossing of the Desert Lands to eventually arrive at the southern beach. It was soon thereafter that first contact was made with the Cultists of the Malevolent Maelstrom. During one of the hunts for food, a hunting party discovered a tower made of pure obsidian on the easternmost side of the
A Book on the Founding of Stormfront [ Q to quit ] Marshlands. Returning to camp they informed Sal-Karr of their findings, who upon hearing the news, immediately gathered his council and made way to strike up a friendship with these newfound natives. The party was not well received, and many of the group were slain. When Sal-Karr and the remainder of the band returned to camp preparations were immediately set into motion for war against the Cultists. Thus did the long battle for the Tower begin, and in the end, it was Sal-Karr who emerged victorious and the tower was captured. The price was a heavy one, two score and nine were the number of warriors Sal-Karr lost to the Cultists before it was captured. Sal-Karr, seriously wounded during the capture of the Tower, proclaimed before his men, that the tower would become their new home. Immediately after this proclamation the survivors named the tower "The Tower of Attrition" due to the heavy losses inflicted on both sides for its capture. The leaders decided then to found a city, and the city would be known as "Stormfront" since it was the cutting edge of battle between the Cult of the Malevolent Maelstrom [Malignant Storm] and the new colonists. No one knows how old the tower actually is, except perhaps
A Book on the Founding of Stormfront [ Q to quit ] the Cultists who to this day still reside somewhere in the Marshlands west of the city. It is the oldest structure within the city and now serves as the museum of history for Stormfront.
THE GREAT VOLCANO OF BELAERN ISLE
As a humble Scribe and Sage of Stormfront, I will attempt to make this history of "The Great Volcano" as accurate as I possibly can. The tale that follows is a montage of facts, rumors and legends that I have collected over several years and put together into what I believe to be the most comprehensive and concise history of Belaern Isles most prominate feature. Legend has it that the Great Volcano simply "was" in the begining. A feature that the Great God Baldrick created long ago with the world. In those early beginings the volcano was nothing more than a mere crack in the crust of the ocean bed. It grew, and as it grew it thrust itself up above the surface of what is now known as the Sword Sea. As living beings began to populate its surface it was called "The Birth Mother" and tales handed down through the generations speak of the other five Isles born from the Birth Mother. In total six isles were created that now comprise what is commonly referred to as Hoerk. It was during the early surface years that the inhabitants learned of the Fire Goddess Hoera. Hoera was a bitter and indifferent Goddess for the most part, and required of her early worshipers the sacrifice of a young male warrior on the eve of the new moon which must also be the date of the warriors
The Great Volcano of Belaern Isle [ Q to quit ] birth. As time marched ever forward the worshiping population grew and prospered under Hoera's realm, and a great city was built upon the rim of her home, The Great Volcano of Belaern. The city was known as the "City of the Holy." The City of the Holy prospered and grew as the citizens continued to please Hoera with their devotion and sacrifices. During this time Hoera the Goddess of Fire showered gifts upon her minions and the wealthy knew great comfort and pleasures. It was during this time that the Ash Dragon's were domesticated and became rather popular with the rich and powerful as pets. It was also during this time of prosperity that the Raging One, Grimbrand: Overlord of Storms and Destruction began to court Hoera and continually drew her attentions to himself and away from her people. While distracted, the Minions of Hoera began to become corrupt, and oft times threw goats into her home, clad in the finest armour, to trick her into thinking the sacrifices were continuing. Hoera returned one day to find her power waining due to false sacrifice, and flew into a destructive rage, a rage she learned well from Grimbrand. In her rage, Hoera activated the Great Volcano and consumed the entire City of the Holy for their betrayal. She then forced the volcano to explode with the power of the sun itself and shower the southern regions with hot, burning ash ravaging the countryside for miles and creating both the
The Great Volcano of Belaern Isle [ Q to quit ] blood sands and open desert. To serve as a reminder, Hoera vowed that the Great Volcano would never become inactive, and would rumble with her rage to warn the survivors that should they betray her again she would rise again and destroy them all. It was after this great destruction that Hoera retreated deep within her home and grieved over both her betrayal and the great sense of loss she had with the destruction of her followers. She shunned the attentions of Grimbrand and withdrew completely from the outside world. As she grieved, for reasons Hoera was totally unaware of until it was far too late, legions of evil beings moved into the lesser traveled areas of The Great Volcano. To this day, foul beings wander across the surface of the volcano jealiously guarding what they now consider their home by slaying any who would dare enter. Some say it was Grimbrand that moved in these legions to keep watch over his love, others whisper of a great and powerful Drow Sorceror-Warrior known as Rakmar Horgashax who is the cause of the legions. As some would tell it, Rakmar stole secretly into the volcano by chance, discovered Hoera in her weakened state, and enslaved her through many cunning and magical traps. They say that Rakmar to this day continues to rule the entire domain of Hoerk through subtile and malicious manipulations of the enslaved Fire Goddess.
The Great Volcano of Belaern Isle [ Q to quit ]
BOOK 12 :
The book you open is brittle, scarred by mold and water damage. Every time you turn a page you fear it falling out or even desintegrating in your hand. It is difficult to make out much of anything in the book as entire sections and sometimes even chapters are unreadable. Over time and with great care you make out elements of a story. A story about love, jealousy, betrayal.
The morrow, twas a glorious showing of Tenewa. Such that I fail at keeping silent the song that makes me smile so shall I scribe it here in my journal.
It is a while before you can make out more of the text....
The priestess of Raysha blessed us, her smile so benevolent I doubt it falsified under the routine of her duties. We start a new life, Li'eana and I. I know not where our road leads, I have wealth and my men who ferry my wealth from port to port. Yet I think another life is for us, something tugs
A weathered book [ Q to quit ] at my heart so.
Several pages are missing and even more are ruined by the stain of water and mold.
That bastard dares call himself merchant prince! He used the foul arts to conjure that beast that wrecked half my fleet! For what? His demands are beyond belief! I understand this not. Gods why do you pit this against us? We have honoured all of you well.
You flip through more ruined pages finally settling on another paragraph.
I cannot assail him for he is a sorceror of some power. He keeps her sealed up in that abyssal place. I have heard horrible whispers of his tower. I will go myself if no one will go with me for I would rather be dead than to let him keep her so. I must make copies of these mockeries of correspondance he sends to me. I think he teases me with ways to free her
A weathered book [ Q to quit ] from his grasp though I do not doubt he might do this just to break my spirit.
Skipping through bits and pieces which make no sense you arrive at the last page which is barely legible for it's scrawled writing.
By the gods! This storm is like nothing I have ever seen! Even Morin has not seen it's likes! Something seeks to prevent my landing at port. We shall not make landfall I can feel it in my bones. My love I am sorry, I am so sorry.
A BRIEF HISTORY OF THE UNICORN MOUNTAIN When the world was new, and the lands unformed, Baldrick, The God, seperated the the formlessness into the domains. Among the domains, one was given to the goddess Virga. Before the creation of the world, Virga was always seen in the company of her beloved unicorn, whose name is lost in the eons. The unicorn was Virga's best friend, and also her first creation. Its mane shone with the light of a million stars, and its horn glinted with the power of the goddess herself. Before the mortal races came about, it was the habit of the immortals to war among themselves. In the last great war of the heaven, before they were given the domains, Cyrcia and Grimbrand, in a massive assault, gravely wounded Virga. The goddess was near death, or as close as a divine being can come to death. And at this moment, Virga's unicorn gave up its life to strengthen its goddess. Virga rose, and Cyrcia fell. Grimbrand laughed and went his way. And the unicorn died.
A brief history of the Unicorn Mountain [ Q to quit ] When Virga recieved her domain, the first thing she crafted was the Mountain. It was made with the stuff of her unicorn, and imbued with the magic of its horn. Thus was the Unicorn Mountain fashioned. Around the Mountain, she placed the Unicorn Forest, where her creatures could live in peace, and her mortals could find shelter. Eons passed, the races flourished, as did all the domains. And while Cyrcia and Grimbrand grew in power, Virga grew weak. It was time for Virga to step down into mortal affairs, else her beloved Mountain would fall to the races of the Dark. Looking for where to start, she spied a young elven warrior, battling a drow wizard. The young elf's life was nearly spent, his flesh burning from the drow's spells, all he had was his sword to protect him. Virga was reminded of her unicorn. Inspired, she saw how first to empower the mortals under her care. Drawing power from her Mountain, she imbued the young warriors sword with magic. As bolts of magic scorched the drow, he retreated, leaving the elf broken and bleeding, staring at his sword. The young elf went on to found the guild of Wizard-Warriors.
A brief history of the Unicorn Mountain [ Q to quit ] In her lair of darkness and evil, far under the ground, Cyrcia smiled. In the last great war, she, with Grimbrand's help, had tainted the body of the unicorn, and thus tainted the Unicorn Mountain. Her time had come, gathering her magics about her, she twisted the taint, and caused it to grow. In the mortal realm, a young drow warrior stumbled apon the village of Unicorn Cove, home of the wizard warriors. In slaying a novice wiz-war, he took up his foes blade, and the taint, dormant in it, responded to his hand. Thus the those of drow blood were taken into the wizard warrior guild. To the north of the Unicorn Cove, in the village, its true name not known by mortals anymore, the taint was spread by rats. It took the form of a magical plague, twisting the souls of the mortal folk, turing them into parodies of their former selves. The taint was strong, and it intensified, claiming the lives of forest dwellers, as well. All over the blessed land of Virga, evil grew, and Virga was powerless to stop it. The very fabric of the land contained the thread of evil, and to destroy that thread, would mean destroying the Mountain. And Virga, though at home in her Domain, had her power diminished by the taint, unable
A brief history of the Unicorn Mountain [ Q to quit ] to stop its growth. And so the taint of Cyrcia runs through the Unicorn Mountain, infecting what it will. And though the forces of Virga combat it, it will never be completely crushed.
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