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Messages - Et Tu

#1
Off-topic Discussion /
July 21, 2012, 07:08:29 AM
After playing here since the server started in the original EfU under various names, I have decided it is time to move on for a bit. Good luck on your various characters! Perhaps we shall run into each other again some day.
- Et Tu aka dholt5
#2
General Discussion /
July 20, 2012, 06:24:39 AM
// Deleted in the interest of this not turning into a debate. Just keep in mind the game mechanics if you didnt know or forgot about them. :)
#3
General Discussion /
July 20, 2012, 05:59:33 AM
I am not pointing fingers at anyone Spiffy, nor attempting to imply it was done in an effort to kill my character. It was meant as a friendly reminder to keep in mind OOC how the game mechanics and AI work.
#4
General Discussion /
July 20, 2012, 05:46:05 AM
As an addendum, please remember people need a path to escape. Its great if you attempting to kill the NPC chasing them, but dont trap them in-between you and the NPC in the process of doing that if they are getting killed.
#5
General Discussion /
July 20, 2012, 05:22:47 AM
I understand your point Vlaid but this is not an IC request. As I said its an OOC request for other players, not their characters. As for the time lag, it does not help if there are a great number of spawns around you.
#6
Libraries and Tomes of Ymph /
July 14, 2012, 07:20:52 PM
Quote[INDENT]Chapter 5:[/INDENT]
An ill constructed hovel crouches in the midsts of the blowing sands and cruel sun of the desert. It is in this hovel the broken body of a man slumps upon the hard earthen ground of the small hovel. Above the broken, stands the smirking form of the wielder of the arcane whose perilous arcane weavings broke the one slumped upon the earth. A quiet scene, for all the furry that that was but moments past. A quiet scene that was soon shattered. For bursting into the tiny hovel, blades drawn, were two warriors whom were both boon companions of the one broken upon the ground at the feet of the wielder of the arcane.

Warriors whom but glimpsed the scene before them before they brought their blades forth, seeking the hearts blood of the wielder of the arcane whom had downed the first man. An effort, as with a great many mortal efforts, that was to fail. For the wielder of the arcane did not remain still as the two warriors burst into the small hovel. Upon the entrance of the warriors, the wielder of the arcane began a shaping of power both terrible and potent. It was this shaping of the arcane the wielder of the arcane unleashed upon the two warriors as the warriors charged across the small hovel. It was this shaping that brought both of these warriors to the ground with their bodies broken, to join their boon companion upon the earth at the feet of the wielder of the arcane.

With all three broken at his feet, the wielder of the arcane took the life of one of the warriors whom had dared to enter the small hovel. But, before the wielder of the arcane could act further the voice of the first one upon the ground was heard. The original one, slumped at the feet of the wielder of the arcane, spoke of a desire to live at any cost. With these words, the first one drew a small blade from his boot and gathered every strength within him to crawl across the hard earthen floor of the hovel and slice the throat of the second warrior whom had entered the hovel. The wielder of the arcane merely watched this act, and once it was done the wielders gaze turned to the first man and the blood smeared knife in his hands. Without a word, with only a twist of contempt upon his lips, the wielder of the arcane acted once more and took the hearts blood of the first man ending his life. With this act, the quiet once more returned to the small hovel as the three slain bodies sprawled upon the hard earth. The wielder of the arcane standing above them, a small smirk returning to his lips.

Consider well the above and it's portent. Think of the second warrior, whom had charged into almost certain death in an effort to drag a boon companion to safety. Think of this warriors thoughts as his eyes took in the sight of this "boon companion" crawling towards him with a knife in hand as the second warrior lay broken by the wielder of the arcane's shaping of power. Think of the wielder of the knife, willing to sacrifice all in an effort to draw but another breath. Think of the doom that crushed his very soul as the wielder of the arcane slew him as well but moments after the wielder of the knife cut the throat of the warrior whom had sought to save him. As has been said before, there is darkness in the mortal heart. So many turn their back upon it entirely, or refuse to guide the darkness with the truths of the wise. Ward well whom you place your trust in, for to leave the darkness unguided in the mortal heart is to set foot on the path that leads to the above. So ends this lesson in the Book of Sarah.


#7
Libraries and Tomes of Ymph /
June 22, 2012, 09:18:40 PM
Quote[INDENT]Chapter 4:[/INDENT]
A tender child stands weeping in utter despair before the broken bodies of her parents, their slain forms rest draped across an alter consecrated to the demonic. Around this alter, with the utterance of soft chants, stands a grouping of men and woman. Their necks are adorned with amulets bearing a glyph that is twisted and vile. A soft glow seeps from the alter as the blood of slain, the tears of the heartbroken child, and the chants of the cultists all drift into the air.

It is a scene soon shattered, though not in a manner the cultist intend. From out of the darkness comes a warrior, weapon in hand. A rage barely controlled, he butchers the cultists one by one. A force of arms to stand against the demonic sacrifice, a refusal to allow the vile insanity to proceed a single instance longer. For all the terror of the warrior's assault, it is a thing soon ended. The cultist's forms lay littered upon the ground, their work a failure.

Of the child though there is little to be done, her tear filled eyes remain fixed upon the alter and the gruesome sight of her slain parents.  For all the warriors skill at arms, the child remains a broken spirit. A soul crushed by sights so horrendous it can not be born. It is before his shocked eyes that the child acts, unable to bear the cruelties of these Realms she ends her life in single stroke of a knife. With this sight before him, the warrior's weapon slowly lowers to his side and on his lips there are no words he can utter. For this day the warrior has seen a hard truth, to fail is mortal. For all his skill, for all his deadly craft he was unable to save the life of the small girl.

Still though, there is yet another lesson to be learned from this. To those whom have read this tome from the start, it is known that there is darkness in the mortal heart. For those whom unwisely refuse to guide the darkness with law and wisdom, insanity such as what is recorded above awaits. A lesser insanity at first, than the full flowering seen in the streets of Mudertown. Still, an insanity with so high a cost none the less. Remember the small child, recall  the broken bodies of her parents. Ward well against those in whom the darkness rages without guidance, for to fail is mortal. We dance, at times, so close upon the edges of the doom of insanity. So ends this lesson in the Book of Sarah.


#8
Libraries and Tomes of Ymph /
June 22, 2012, 09:18:09 PM
Quote[INDENT]Chapter 3:[/INDENT]
A small hamlet rests in a misty clearing, rising above it an ancient keep of stone. Children dart through its small square, calling to one another and their elders as they move about in play. With a laugh and wave, three warriors stride through the peaceful scene. Though armed and armored, these warriors voices are gentle and their faces kind as they great the townsfolk. Proudly displayed upon their armors shine the heraldies of the bright faiths, a comfort to all the townsfolk. And so the townsfolk go about their business, secure in the knowledge they are thrice warded. A warding of stone, a warding of bright warriors, and a warding of fey power.

It is the last of these wardings though, that is of the greatest importance. For it is the one of fey power that holds back the horrors that would devour this small hamlet, terrors beyond imagination held at bay. Yet as with all things, there is a price for this fey power. A cost to its protective embrace. A champion selected from the hamlet, a champion to stand with this fey power and serve as ward for all. A grave honor, to serve as champion. Yet one that no individual of the hamlet had ever refused, for to fail as champion was to damn the hamlet all.

As the time came for the choosing of the champion, many of the hamlet gathered in it's small square. A peaceful life interrupted by this most important of occasions. As the name was drawn and read, all eyes turned. For it was one of the bright warriors chosen, standing there amidst the crowd. A deep breath of relief was heard, for surely one such as that would stand so that all the others may remain safe. It was a relief short lived, for the second the name was read blades were drawn and prayers uttered. All three of the bright warriors brought battle to the others of the hamlet, screams of denial rested on the lips of the bright warriors as they sought to cut their way free of the hamlet square. Again and again the townsfolk heard the utterances of the bright warriors, any other but the bright warriors must be made to stand as champion.

Fleeing, the bright warriors left the hamlet to it's doom. For without the fey warding the hamlet would surely fall. Days of fear descended upon the hamlet, children whimpered as they cowered in their parents arms. Young eyes pleading with their elders to explain how the shinning warriors could abandon them so. A question without answer.  In the end, the chosen champion would return before the hamlet was broken. But not until at least two other innocents had died, not until those of the bright faiths had shattered the trust of the hamlet. So ends this lesson in the Book of Sarah.


#9
Libraries and Tomes of Ymph /
June 22, 2012, 09:17:30 PM
Quote[INDENT]Chapter 2:[/INDENT]
A young boy, Withered and malnourished, stands with a leash about his very neck. Holding the end of this leash, lounges a brutish man armed and armored. From time to time, the man will give the leash a thoughtless yet malevolent pull and watch as the boy is sent stumbling to the boys scabbed knees. The faintest smirk is apparent upon the face of the man at the sight of the pathetic boy, nearly broken upon the ground.

The body of a woman, twisted and contorted in the spasms of a death filled with agony, hangs upon cruel hooks above the twisted court of an insane ruler. The ruler is known to smile up at the shattered flesh of the slain woman; to look up and in an soft voice explain that in life the woman was a prostitute and he offered her what she never found a hook at a time.

If one wished to, one could see both of these horrors in but a single hour. For it is not more than a span of one hundred steps from the boy to the woman, from past to present cruelty of a nature to twist all but the most hardened of hearts. Each of these horrors is contained is a single realm on this Isle, a realm sworn to the Faith of Insanity. One wonders how such a thing could come to be, at what point would men submit to such a travesty?

The answer, rests in the very nature of this Isle. An Isle with such terrors upon it that the very soul is numbed. A soul numbed to such an extent that it no longer seems worth the effort to oppose the insanity that is written of above, especially if that very insanity seems to provide some false strength from which to hide from this Isle behind. For it would be a mistake to believe that the ruler of this land of terror is without power, an insane and twisted power but a power none the less.

What then are we to make of this, is it possible to explain our fellow man sinking to such levels? Above we speak of how it happened, now let us move to a more important thought of why could such happen. Does such darkness truly lie in the mortal heart, that when the soul is so numbed such things as above are possible? The answer is contained in the text above. For indeed, darkness does rest in the mortal soul. To deny such is unwise and untrue, rather instead it must be accepted. The darkness must be guided by a book of laws and a search for wisdom, to simple turns one back upon it and deny its existence is to invite the possibility of the above. For as the soul is numbed, the inner darkness begins to whisper to the mortal mind. Unguided, this darkness is as a edged blade with no hilt or guard. Unguided, this darkness will open the door to the insanity of Murdertown. So ends this lesson in the Book of Sarah.


#10
Libraries and Tomes of Ymph /
June 22, 2012, 09:16:40 PM
Quote[INDENT]Chapter 1:[/INDENT]
The sad, skeletal remains of a small child lay upon the ancient stonework of a Citadel long fallen. The body remains hidden in some small room, far from the main passage ways and thoroughfares. Clutched in the tiny, skeletal fingers is a collection of parchments once bound. Now, slowly crumbling to ruin from exposure to moisture and rodents.

If one was to review the fading characters upon this parchment, they would discover them to be the bubble like markings of a child. The first line, seemingly the title of the crumbling tome, would read "Sarah's Very Own Book". To pursue further through the time faded parchment, is to learn of the girl child Sarah. To hear of her travels to the Isle of Yphm and the Colony upon it with her father. His struggles to find coins and food for his family, their existence in this strange new place. The simple writings of a child, unknowing of the true horrors of this Isle.

To continue reading is to learn that her father was given work, named a "Deputy" in the Colony. A short lived, relief. For next would come words of some unknown shield failing, and Nightrisers rising up from the ground. Of a doom beyond understanding facing this Colony. Of the last words of Sarah's fathers to his child. "Run and hide, be brave." Of the last words recorded, "I will be brave ...".

One wonders when they read the above of the thoughts of the residents of the Colony. What filled their minds as the stood upon the walls of their Citadel, knowing that only their blades and spells lay between their family and doom. That despite their current efforts, they were failing. Driven back step by step, driven from their walls and defensive positions. Think as well upon upon the thoughts of their loved ones. Seeing their defenders falling back, every back. Seeing a doom they could not hope to face driving every forward. Do you suppose they all thought of internal feuds and rebellions in their ranks? How many treasures and coins were spent quelling and settling such? Or perhaps their minds turned to lore unlearned or turned away from. Spells or rituals deemed unwise or unneeded.

The horrors of this Isle have spelled the doom of others. In response, the wise would unite and seek all that they can to preserve their people. To fail is mortal, to believe otherwise is foolish and disproved by history time and again. To survive we must seek aid. When asked "why, why must we do this"; I bring to you in response The Book of Sarah.


#11
Screen Shots & Obituaries /
June 21, 2012, 02:30:18 AM
A truly excellent character.
#12
Libraries and Tomes of Ymph /
June 11, 2012, 06:46:24 AM
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13. Sources:
[INDENT]* Written Documents[/INDENT]
- A COMPREHENSIVE MEDICAL ANALYSIS of the WITHERING: the PHYSICIAN'S GUIDE to the PSEUDO-MIASMATIC CURSE of H'BALA

- A History of the Queen's War

- Dunwarren/Sanctuary, Second Edition

- Secrets of Nebezzdos

- The City of Dunwarren, The People of Sanctuary

- The Fall of Sanctuary: The Last Stand

- The Settlement's History

- The Tome of the Isle

- Traveller's Guide to the Underdark


[INDENT]* Organization, Invidual[/INDENT]
- House Aberdenn, Alamander Adaraxis

- House Aberdenn, Susan Goldwater

- House Caemryn, Davian Madda

- House Caemryn, Giovana Madda

- House Caemryn, Harriet Thistlespike

- House Durjure, Mathias Durjure

- New Netheril, Kayla

- The Hamlet of Mistlocke, Valeria Komenos

- The Guardians of the Arc and the Circle of Yphm, Artemis "Arty" Lyonal

- The Guardians of the Arc and the Circle of Yphm, Madeline "Madam" LaRue

- The Gilded Arrows, Midah Resher

- The Gilded Arrows, Maeri Lueladin

- The Numinous Order, Cyrcei O'lique

- The Numinous Order, John Rossart

- The Numinous Order, Jon Quentus

- The Numinous Order, Korlan Moraes

- The Wrym Watchers, Rani Begon

- The Wrym Watchers, T'Kosh Malduuk
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#13
Libraries and Tomes of Ymph /
May 27, 2012, 02:57:40 AM
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12. Relics:
[INDENT]* The Agony of the Hunt[/INDENT]
A horror of the Isle of Ymph, the Agony of the Hunt is formed from the slain bodies of the druidics who attempted to destroy H'Bala on 23 Hammer 1377 DR but released her instead. It is said their souls are trapped in the dead flesh, held in a tortured existence. The Agony is reported to be of immense power, capable of destroying hundreds as it roams the Isle of Ymph. Arcane and divine powers are said to simple fail when directed against the Agony, and for a blade to pierce it's hide requires the most powerful of enchantments. It is believed that the Agony is unable to enter the Mist, that the power of the Mist hold's it at bay. Regardless, the Agony remains a living proof of the price of failure.


[INDENT]* The Circle of the Stones of Mistlocke[/INDENT]
The Circle of Stones is a circle of twelve stone arches that stands near the Last Keep in the hamlet of Mistlocke on the Isle of Ymph. Cut into each of these stone arches is an engraving of one of the animals listed below. It is said that these are the representation of the Zodiac of the Stargazers, the tribes of the Stargazer and the animalistic totem that each individual tribe holds.
[INDENT]Wolf[/INDENT]
[INDENT]Frog[/INDENT]
[INDENT]Scarab Beetle[/INDENT]
[INDENT]Trout[/INDENT]
[INDENT]Rat[/INDENT]
[INDENT]Spider[/INDENT]
[INDENT]Crab[/INDENT]
[INDENT]Tiger[/INDENT]
[INDENT]Bear[/INDENT]
[INDENT]Jaguar[/INDENT]
[INDENT]Parrot[/INDENT]
[INDENT]Eagle[/INDENT]



[INDENT]* The Crown of the Isle[/INDENT]
Said to be the most powerful of relics on the Isle of Ymph, the Crown of the Isles is reported to proclaim it's wearer as the rightful ruler of the Shrouded Isles. The lore of the Isle of Ymph holds that to be proclaimed the rightful King of the Shrouded Isle, one must be crowned with the Crown of the Isle in the hamlet of Mistlocke on the Isle of Ymph. Beyond this, the Crown of the Isles is also said to hold power over the Mist of the Shrouded Isles. That the Crown of the Isles grant it's wearer unlimited foresight, but in return to strip away any concept of the present. A glimmer of wisdom is to be found in this, to know all is to know nothing.


[INDENT]* The End[/INDENT]
The name given by the Numinous Order to the destruction of all life. The implication is that this End will begin upon the Shrouded Isles and then encompass all the known Realms. The exact nature of the End is either unknown or unspoken, however some of the horrors suffered by the people of the Isle of Ymph prior to 1382 DR are named as portends of the End by the Numinous Order. These horrors include the freeing of the Maiden and her cursing of the Isle of Ymph with the Withering.


[INDENT]* The Lottery[/INDENT]
The tradition by which the residents of the hamlet of Mistlocke on the Isle of Ymph determine a Champion from among their ranks to face the Mist. The nature of what the Champion faces, indeed even how the Champion is prepared is unknown. No Champion, save one, has been seen again after they have faced the Mist. The one Champion to return, Rannie Marrison, disappeared into the wilds of the Isle shortly after her return from the Mist. The holding of the Lottery is the most sacred duty of the Lord Mayor of Mistlocke, the Lottery occurring when the Mist lays heavy on the hamlet of Mistlocke.

In function, the Lottery is handled exactly as it's name implies. The name of every resident of Mistlocke is entered, and from these names the Champion is drawn. The Champion is taken to the Last Keep at once, and there prepared to face the Mist on behalf of Mistlocke.  As mentioned above, little is known of these events. What is well documented is the amount of dissension the practice of the Lottery has generated with certain groups within Mistlocke. Often are the calls to stop what these dissenters term "mortal sacrifice", or to accept a volunteer instead of the random chance of the Lottery. The events of The Lottery of 28 Nightal 1381 DR, revealed the dangers of turning from the tradition of the Lottery. No volunteer will be accepted by the Mist, once chosen Champion that individual and that individual alone may represent Mistlocke. To fail in the Lottery is to accept that Mistlocke will no longer be warded by the Mist, and subject to the horrors of the Maiden and her Withering. As for those who maintain it is "mortal sacrifice" and vile, nothing is without cost. As with all things, the warding of the Mist comes at a price. This price of the Champion is much as the protection of Mistlocke from more mundane threats, such as the orcan kind, may come at the price of the lives of Mistlocke's warriors.


[INDENT]* The Mist[/INDENT]
A strange relic of the Shrouded Isles. In visible form, it is as mist in any other land yet upon  the Shrouded Isles the Mist is no ordinary thing. The Mist currently only covers portions of the Isle of Ymph and is known to grant visions to residents of the Isle. Indeed, many deposited upon the Isle of Yphm via the ancient arcane artifact known as the Ziggurat have traveled through the Mist to reach Mistlocke, shielded deep in the Mist in the Forgotten Forrest of the Isle of Ymph. The importance of this location is revealed by another property of the Mist. The Mist has the ability to block the Withering of the Maiden, though there is a matter of the cost for such. When the Mist thickens, the hamlet of Mistlocke nominates a Champion of the Mist from their ranks with the tradition of the Lottery. What becomes of this Champion is unknown, they are never seen from again. A reminder that nothing is without cost, least of all safety.

It is said that following the release of H'Bala 23 Hammer 1377 DR on the Isle of Ymph, the Mist rose in response and shrouded the Isles to Old Port itself in the Second Shrouding. The Second Shrouding is believed to have lasted from 1378 DR to 1380 DR. The Mist warding all from the Withering and the the creations of H'Bala. However, this warding did not come without a price. The Maiden has been locked in a bitter struggle with the Mist, slowly forcing the Mist back. As of the year 1831 DR, the Mist has been forced from Old Port and portions of the Isle of Yphm. The forests spreading out from Mistlocke alone remain sheltered within the Mist.

It is believed this is in part a reason for the tradition of the Lottery of Mistlocke, that the Mist requires the living essence of those it shelters to replenish itself in it's struggle against H'Bala. A struggle it is loosing based upon the above observations. Some believe that the Mist may last no more than a year or two from the year of 1381 DR, that the Mist knows failure is upon it. These individuals hold that Mist is seeking those whom will face H'Bala and seek her destruction, that the Mist is becoming desperate as it is driven back.


[INDENT]* The Tablet of Stone[/INDENT]
An ancient tablet of stone laying directly behind the main entrance to the hamlet of Mistlocke on the Isle of Ymph. It is said that on this Tablet are recorded the most ancient of prophecies, scoured into the very stone so that they would never be forgotten.

- The Left Support Stone:
[INDENT]A Stepped Stone Pyramid[/INDENT]
[INDENT]A Winged Serpent[/INDENT]
[INDENT]A Group of Men Raising a Tower in the Woods[/INDENT]

- The Mantel Stone:
[INDENT]A Complicated System of Lines Running Beneath a Mountain[/INDENT]
[INDENT]An Eye Within A Sphere[/INDENT]
[INDENT]A Skull With a Key Clasped in it's Jaw[/INDENT]
[INDENT]Two Young Human Boys With Chains Wrapped About Their Limbs[/INDENT]

- The Right, Back Support Stone:
[INDENT]A Mighty Giant in Consultation With a Group of Armored Figures, A Half Built Tower in the Background[/INDENT]
[INDENT]A Cog in a Cave[/INDENT]

- The Right, Front Support Stone:
[INDENT]A Maiden in a Tower[/INDENT]
[INDENT]A Face Dripping With Tentacles[/INDENT]
[INDENT]An Armada of Ships at Sail[/INDENT]
[INDENT]A Burning Forrest[/INDENT]



[INDENT]* The Withering[/INDENT]
The affliction cast by H'Bala upon the Shrouded Isles after her accidental release from captivity on 23 Hammer 1377 DR. The effect of this affliction is to turn those touched by it into undead servants of H'Bala. While slow acting, herbal cures or divine prayers may reverse some of it's ravages. It is believed that the Withering progresses through the necrotization of tissue, striking first at non-essential tissue and slowly moving to the vital organs. The final stage resulting in the necrotization of the victims mind. This process is accomplished via the formation of nodes of undeath or small lumps of outward expanding tissue that has been necrotized.

Those residing in the Mist are shielded from the affliction so that the Withering will advance no further in their bodies. The Withering is believed to be a cursed disease and as such no true cure is known. However, vials offered by both the Transcendent Conclave of the Isle of Ymph and the druidics of the Isle of Ymph are known to reduce the effects of the Withering. As the source text stated, H'Bala has produced an "affliction which functions as a disease yet has all the resilience and tenacity associated with the most damning of curses".

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#14
Libraries and Tomes of Ymph /
May 27, 2012, 02:55:27 AM
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11. Individuals:
[INDENT]* Count Zarono Senuspur of Old Port[/INDENT]
The Count of Old Port, Zarono Senuspur gained the throne of Old Port upon the conclusion of the War of Succession. The Count is said to be of an indirect line to House Senuspur, the direct Heir of House Sensurpur having been lost during the War of Succession. The rule of Count Senuspur over Old Port and the Isle it sits upon is said to be of an iron hand, aided by the Count's cadre of Rubies whom are rumored to always be watching.


[INDENT]* H'Bala, The Maiden[/INDENT]
"Seven Daughters, Seven Sons. Seven Seasons, 'ere She Comes. Seven Tidings, Fear and Dread. None Dare Walk Where the Maiden Treads."

Once a Magi of Netheril known as Shylae Jabbanased or The Betrayer, H'Bala was imprisoned in Nebezzdos for an unknown crime during the Netheril rule of Ymph. This imprisonment is believed to have been in the Tower of Mercy, located within Nebezzdos upon the Isle of Ymph. H'Bala is said to have escaped, while still human, and traveled to the druidics of the Isle on the Blighted Isle. The legends indicate H'Bala learned the secrets of the druidics and turned these secrets against them,  turning the Blighted Isle into it's present cursed form. At some point during this time, H'Bala turned from the Netheril woman Shylae into the Lichess H'Bala. In response to all of this, a Stargazer is said to have imprisoned H'Bala through some unknown means.

H'Bala remained imprisoned for untold years until the age of the Colony on Ymph. It was believed then that her prison was starting to weaken under the strain of holding her arcane power. In response to this, a group of druidics gathered and entered H'Bala's prison in an effort to destroy her on 23 Hammer 1377 DR. During this attempt, the Maiden was mistakenly released instead. The druidics who sought to destroy her were slain, and their bodies formed into the Agony of the Hunt. With her release H'Bala placed the Withering upon the Shrouded Isles and crafted an host of the undead in an effort to turn all of the Shrouded Isles to a state of undeath.

The reason for H'Bala acts are unknown. Rage, vengeance, or a lack of concern for anything save power; none know. However, if the reason for actions remain unknown, what is clear are the results of her release. For upon her release, H'Bala cast the Withering upon the Shrouded Isles. A dire lesson for those that read these pages. To fail is the mortal condition, it is only hubris that would claim otherwise. When attempting great actions with consequences, the wise seek a power needed to ensure mortal frailty will not bring a doom.


[INDENT]* The King of the Isles[/INDENT]
The rightful ruler of the Shrouded Isles according to the legends and lore of the Isle of Ymph. For the King of the Isles to be be proclaimed, he must be crowned with the Crown of the Isles inside the hamlet of Mistlocke on the Isle of Ymph. On 18 Hammer 1382 DR Owain Aberdenn, a youth in his second decade as of 1382 DR, was named Heir to the Crown of the Isles in the hamlet of Mistlocke on Isle of Ymph by the Wrym Watchers and House Aberdenn.


[INDENT]* The Physcopomp Father Michael the Pauper[/INDENT]
A servant of the Prince of Lies, the Physcopomp rules the settlement known as Murdertown which is located near Nebezzdos on the Isle of Ymph. Under the watchful eyes of the Physcopomp, tortures and atrocities fit to break even the hardest of hearts occur daily. It is said that those who reside in Murdertown drown themselves in a drugged haze or drink induced stupor, their only means of survival as they witness horrors beyond their imaginations with every waking moment. If every one questioned the need for the rule of law in mortal society, one must look no further than the atrocities unleashed by the unbridled insanities of Physocpomp Father Michael the Pauper.


[INDENT]* Zephulot Yphm[/INDENT]
The Netherese explorer whom discovered the Isle of Ymph for the Netherese and named it the "Isle of Ymph", Zephulot is also said to have founded Nebezzdos.
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#15
Libraries and Tomes of Ymph /
May 27, 2012, 02:53:59 AM
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10. Organizations:
[INDENT]* House Aberdenn[/INDENT]
"Locked in Cold Mist, We Endure"

The Hall of House Aberdenn stands in the hamlet of Mistlocke on the Isle of Ymph, and House Aberdenn is believed to have been present in Mistlocke since the founding of the hamlet.  The House serves as the hunters and game wardens of the forrest surrounding Mistlocke. Aberdenn spears are the ones charged with bringing back wild game to feed the hungry of Mistlocke, they also stand charged with the slaying of vile monsters that slip into the forests about Mistlocke. The House is comprised of the blood of Aberdenn supported by the Bannerman, Man at Arms, and Knights of House Aberdenn with the Stag as the crest of the House. Honor and selflessness are said to be the highest values of House Aberdenn, one seeking to gain favor or advancement in the House is required to have these qualities above all others. Beyond this, it should be noted that House Aberdenn and House Caermyn remain in a long standing feud over which of their two Houses founded Mistlocke.

- The Honored Fallen of House Aberdenn:
[INDENT]Wino Floud[/INDENT]
[INDENT]Erik Gerritsen[/INDENT]
[INDENT]Keira Seversky[/INDENT]
[INDENT]Gustard Willard[/INDENT]
[INDENT]Fainn Ironbreaker[/INDENT]
[INDENT]Autumn Fairchild[/INDENT]
[INDENT]Harold Hayis[/INDENT]
[INDENT]Jane Belleville[/INDENT]



[INDENT]* House Caermyn[/INDENT]
"The Crow Sees"

Centered on their Estate in the hamlet of Mistlocke on the Isle of Ymph, House Caermyn is said to have been present in Mistlocke since it's very foundation. The House serves as the merchants of Mistlocke, brining grain and supplies into the small and isolated hamlet. The House is lead by Ealdoreman Menaster Caerymn, with his children forming the leadership of the House. Below these are the retainers of the House, followed by the associates of the House. The House's associates are divided into three classes. Smugglers, merchants, and mercenaries. It should be noted that according to House Caermyn, the smugglers of the House are ones that smuggle goods -into- Mistlocke, as opposed to illegal substances. Advancement in the House is said to be based upon accomplishment and ability alone. A final note of importance, the House Caermyn and House Aberdenn are engaged in a long standing feud over which House was the true founder of Mistlocke.

- The Honored Fallen of House Caemryn:
[INDENT]Alfred Thenson[/INDENT]



[INDENT]* House Durjure[/INDENT]
Founded upon the Isle of Ymph, the legends of House Durjure hold that they have been seekers of lore and legend as opposed to wielders of blade and spell. Indeed, it is rumored they were once servants of a draconic of copper. It is said that House Durjure would grant this copper draconic lore and legend in return from treasures from it's horde. The very treasures that House Durjure is believed to have used to purchase their nobility from Old Port. Once the title of nobility had been granted in Old Port, House Durjure is believed to have resettled in Old Port and remained there for a great deal of time. After the events of the Queen's War and House Durjure's support for the failed Queen Ixpadia, the House was forced to relocate once more to the Isle of Ymph by Count Senuspur of Old Port. Of the House's fate after the fall of the Colony on the Isle of Ymph, little is known. It is believed that Jerziah Durjure is the House's last surviving member, though his whereabouts are unknown.


[INDENT]* New Netheril[/INDENT]
"For The Glory of Netheril That Was, And The Golden Age to Come"

Centered on the Floating Enclave of the Transcendent Conclave in the desert of the Isle of Ymph, New Netheril is said to be formed of individuals from all walks of life. They are bound together through pursuit of knowledge, both arcane and otherwise, in an effort to stand against those who would pervert the arcane art. Both wielders of the arcane and those without arcane talents find haven in New Netheril. It should be noted that the Transcendent Conclave is a portion of New Netheril, but not entirety.


[INDENT]* The Dayrisen[/INDENT]
The living guardians of Nebezzdos on the Isle of Ymph, the Dayrisen are said to be the still living Netherese whom reside in Nebezzdos. Sightings of Dayrisen are rare, though they are known to stand as guardians in the Tower of Mercy. Indeed, no child or families of Dayrisen have ever been reported. Given the above, it is believed that the Dayrisen may rest in some form of enchanted slumber until they are needed. How this preserves their living bodies is unclear. It is believed the Dayrisen fall under the authority of the Warden Lotheri Sanq, ruler of Nebezzdos.


[INDENT]* The Gilded Arrows[/INDENT]
"Guts, Gold, Glory"

A mercenary company founded and based in the hamlet of Mistlocke upon the Isle of Ymph. The Gilded Arrows were formed by Captain Midah Resher around Marpenoth 1381 DR in Mistlocke. From the time of the forming of the Gilded Arrows to their disbanding on 6 Alturiak 1382 DR, the Gilded Arrows grew in influence and numbers under the command of Captain Resher. At the time of their disbanding in Alturiak 1382 DR, the Gilded Arrows comprised a large portion of the warriors of Mistlocke and stood dedicated to the hamlet's defense.

The saying of the Gilded Arrows, "Guts, Gold, Glory", served as an accurate representation of the Gilded Arrows' beliefs. These mercenaries were said to accept contracts of great danger, so long as the terms or results of these contracts did not endanger Mistlocke. Among their many deeds, the Gilded Arrows are known for the slaying of the draconic of the white Apipolethiraxos on 5 Hammer 1382 DR. Beyond these deeds and contracts, the Gilded Arrows were charged with the warding of Mistlocke in conjunction with the Mayor's Muster by decree of Lord Mayor Redthron on 15 Hammer 1382 DR. Following this decree of Lord Mayor Redthorn the Mayor's Muster and the Gilded Arrows both stood under the command of Captain Midan Resher, the Lord Captain of Mistlocke. Upon the disbanding of the Gilded Arrows on 6 Alturiak 1382 DR, those whom had stood in the Gilded Arrows took their place in the Mayor's Muster under the command of Lord Captain Resher.


[INDENT]* The Guardians of the Arc and the Circle of Ymph[/INDENT]
The Guardians are the unknown wardens of the Isle of Ymph. Believed to be composed of druidics and wild walkers, they are said to be sworn to the protection of the balance and the natural world. Little is known of these Guardians and their charge.


[INDENT]* The Nightrisen[/INDENT]
Solemn Oath of the Nightrisers: Duty of the Bound

"We, the guards and soldiers of the City that nurtures and shelters us, do solemnly offer ourself up to the highest bound duties of service, and willingly seek entrance into the Nightrisers.

We seek this unsleeping service to defend when others can not, to protect where others will not. We are the Nightrisers, and great is our duty, serious our purpose. We wish to defend the living, we who are not.

We commend ourselves to this service, the lessons of Porenius Herasus, the endless service that awaits. May the city never fall."
[/I]
The undead guardians of Nebezzdos on the Isle of Ymph, the Nightrisen are known to be intolerant of any individual who attempts to enter Nebezzdos. It is believed the Nightrisen were animated from the willing Netherese residents of Nebezzdos shortly after the Fall of the Netheril Empire. The lore concerning the Nightrisen indicates that the Netherese necromancer Porenius Herasus, or "Po", is the one whom is responsible for their animation. The reason for the creation of the Nightrisen, and the willingness for the Netherese residents to agree to such, is a matter of some debate. The Tome of the Isle speculates that the Nightrisen were created to serve as eternal guardians for the Netherese prisoners held in Nebezzdos. However other lore indicates that the Nightrisen were crafted in response to the emergence of the Larvals, creatures said to be capable of invading and controlling a living body.

Regardless of the reasons for their creation, the Nightrisen continue to serve as the guardians of Nebezzdos as of 1382 DR. They are said to be under the command of Lotheri Sanq, Warden and Imperator of Nebezzdos. There are three points of interest to be noted concerning the Nightrisen. First, as noted above, the Nightrisen continue to serve as guardians of Nebezzdos and are intolerant of any whom seek to enter that ancient city.  Second, it is known that the Nightrisen are unable to stand the touch of sunlight. If exposed to the light of day, they collapse onto the ground. Third, it is believed that there are at least two factions of the Nightrisen though both are thought to remain under the authority of the Warden Lotheri Sanq. Those whom are sworn to Jergal and those whom are sworn to Targus. Encounters with the Targian Nightrisen are reported to always end in violence, while the Jergalie Nightrisen insist any whom are living leave Nebezzdos but are less quick to resort to violence.


[INDENT]* The Numinous Order[/INDENT]
"So Save Us, The Three"

A religious order found on the Shrouded Isles, the Numinous Order is sworn to the deities known as the Three and One. In addition to Three and One, the Numinous Order is known to revere the Mist of the Shrouded Isles. The Three are the Risen, the Unbroken, and the Dead. The One is the Dreamer. Those more familiar with the faiths of the mainlands would name these deities the Triad and Helm. The Risen is Torm, the Unbroken is Tyr, the Dead is Ilmater, and the Dreamer is Helm. It is important to note there are differences in the between the faiths of the Three and One versus the Triad and Helm. The Order claims that that their faiths are the true ones, heretics fleeing to the mainlands in ancient times are the ones who perverted the worship of the Three in One into the Triad and Helm.

The stated purpose of the Order is to prevent the destruction of all, or the End. They take on this duty so that humanity, the favored sons on the Unbroken may thrive. The Order also states that only when the Isle of Ymph stands united under the faith of the Three in One will the End be averted. From the known history of the Isle of Yphm it is clear that a lack of unity has doomed the Isle to tragedy time after time. Adherence by all to the dogma of the Order and it's resulting rigid code of honor would provide the unity lacking in the history of the Shrouded Isles. What is unknown is if so many from such different backgrounds can be bent to the Order's code, or if this code will be capable of facing all the terrors that the Isle of Ymph holds.

- The Honored Fallen of the Numinous Order:
[INDENT]Sister Aurelie[/INDENT]
[INDENT]Sister Arguanet[/INDENT]
[INDENT]Brother Barne[/INDENT]
[INDENT]Brother Benes[/INDENT]
[INDENT]Brother D'Vorkk[/INDENT]
[INDENT]Brother Edward[/INDENT]
[INDENT]Brother Everard[/INDENT]
[INDENT]Brother de Fauderoy[/INDENT]
[INDENT]Brother Geoffrey[/INDENT]
[INDENT]Brother Vincent Gerhart[/INDENT]
[INDENT]Sister Langley[/INDENT]
[INDENT]Brother Larwin[/INDENT]
[INDENT]Brother Laurente[/INDENT]
[INDENT]Footman Locke[/INDENT]
[INDENT]Brother Ivan Maschenko[/INDENT]
[INDENT]Brother Mirran[/INDENT]
[INDENT]Sister Monteroy[/INDENT]
[INDENT]Brother Mormain[/INDENT]
[INDENT]Brother Nemmar[/INDENT]
[INDENT]Brother Nepharion[/INDENT]
[INDENT]Sister Nutharia[/INDENT]
[INDENT]Witness Queshire[/INDENT]
[INDENT]Brother Raengarrt[/INDENT]
[INDENT]Brother Ravenclaw[/INDENT]
[INDENT]Brother Rennart[/INDENT]
[INDENT]Sister Reese[/INDENT]
[INDENT]Sister Rosenkeep[/INDENT]
[INDENT]Brother Septimus[/INDENT]
[INDENT]Brother Tane[/INDENT]
[INDENT]Brother Varanus[/INDENT]
[INDENT]Brother von Aubrecht[/INDENT]
[INDENT]Sister Alura Hiddencrypt[/INDENT]
[INDENT]Sister Dame Kaina[/INDENT]
[INDENT]Brother John Rossart[/INDENT]



[INDENT]* The Mayor's Muster[/INDENT]
"No Pay, No Expectations"

The guardians of the hamlet of Mistlocke on the Isle of Ymph, the Mayor's Muster are unpaid and filled by volunteer alone. They stand charged with the defense of Mistlocke and the upholding of the laws of Mistlocke. In structure the Mayor's Muster falls under the command of a Captain, whom in turns falls under the rule of the Lord Mayor of Mistlocke. To understand the Mayor's Muster is to understand that they resemble far more the militia of a small village rather than hardened warriors.


[INDENT]* The Rubies[/INDENT]
The secretive informants and assassins in service to Count Senuspur of Old Port. The Rubies are rumored to be everywhere, watching and performing the bidding of the Count.

 
[INDENT]* The Transcendent Conclave[/INDENT]
"For The Glory of Netheril That Was, And The Golden Age to Come"

A organization of arcane wielders and their supporters on the Isle of Ymph. It is believed that the Transcendent Conclave holds the most powerful, living wielders of the arcane art upon the Isle of Ymph. Their view of the arcane is one of neutrality. The arcane is neither inherently good nor foul. It is a tool or method, the use this tool is put to determines it's morality. The center of the Transcendent Conclave's power is the Floating Enclave, located in the desert of the Isle of Ymph. The Transcendent Conclave exists under the leadership of the Oracle Razul and the Triumvirate. It should also be noted that the Transcendent Conclave is a part of New Netheril.


[INDENT]* The Wrym Watchers[/INDENT]
"Lost in the Woods, We Watch"
[/I]
A collection of individuals on the Isle of Ymph sworn to seek the King of the Isles, and stand watch on the Isle of Ymph until the return of the King of the Isles. The lore of the Wrym Watchers hold that they once served as guardians and scouts to the royals of Old Port. It is from the King's Towers, the towers scattered about the forrest of Ymph, the Wrym Watchers were said to have conducted these duties. During this service to the royals of Old Port, the Wrym Watchers were said to be comprised of almost solely members of the Argenti family.

However, as the royals of Old Port fell to internal struggles over whom would wield power, the Wrym Watchers drew further and further apart from Old Port. In time, the Wrym Watchers broke entirely from Old Port and began to carve their own path in the forests of Ymph. This break did not come without a price, however. A portion of the Wrym Watchers derided the rest and split from them. The descendants of these derisive individuals are the Argenti gypsies whom reside in the hamlet of Mistlocke on the Isle of Ymph as of the year 1382 DR. The descendants of the remaining Wrym Watchers, and those whom have joined their cause, are the ones still known as Wrym Watchers as of 1382 DR. It is said the Wrym Watchers seek the lore of the King of the Isles, and continue their watch upon the Isle of Ymph.


[INDENT]* The Zodiac of the Stargazers[/INDENT]
The Stargazer's of the Shrouded Isles are said to be divided into thirteen tribes, each of whom is represented by an animalistic totem. These tribes, and the animalistic totems that represent them, are known as the Zodiac of the Stargazers. Listed below are each of the tribes of the Stargazers and their respective animalistic totem.
[INDENT]Bear[/INDENT]
[INDENT]Crab[/INDENT]
[INDENT]Eagle[/INDENT]
[INDENT]Fox[/INDENT]
[INDENT]Frog[/INDENT]
[INDENT]Jaguar[/INDENT]
[INDENT]Parrot[/INDENT]
[INDENT]Rat[/INDENT]
[INDENT]Scarab Beetle[/INDENT]
[INDENT]Spider[/INDENT]
[INDENT]Tiger[/INDENT]
[INDENT]Trout[/INDENT]
[INDENT]Wolf[/INDENT]
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