The Tome of the Isle

Started by domare, July 03, 2010, 10:39:55 PM

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domare

The Tome of the Isle

A project of the Shrouded Isles Syndicate Library.
Dedicated to all peoples of Ymph.

Introduction:

This encompassing Tome of the Isle was accomplished by the many members and supporters of the Shrouded Isle Syndicate Library.  Although some of the contributors of this Tome had lost their lives to the perils of this Island, their words and research contained within this Tome will forever persist and forever contribute to exploration of the mysteries surrounding us.  Additionally, the accomplished works contained within this Tome of the Isle illustrate the commitment of all of the Researchers, Archeologists, and Explorers to the secular focus of the betterment of our society.  May the knowledge contained within enlighten each of your lives, as it has all of us.

Quote
Expeditionary Contributors:

Akar Cain, Alima Ashevin, Allisander, Annabelle Isadora Maria, Anselm,  Antol Rividierro, Bailey Bhonn, Charles Hallon, Devvin, Halas Garrut,  Haswick, Icharon Enros, Jero, Mattias Huyton, Militiaman Red, Morthel  Seregeth, Mother, Nadia Sane, Querain Quetesca, Rictiln Chorster, Roddy  MacGregor, Ronald Kenson,  Sava Haun, Sebastian Neuville, Sebo  Rumplstkinion, Slane, Tomas Ridgeway, Ryldarra Vega, Talino Floud and Virgil Anderson.

Authors:
Sava Haun, Tomas Ridgeway, Sebastian Neuville, Mactl'ysha, and Andrew Underwood.

In addition to the authors of all cited and included texts, and the cooperative native Starchildren.




Figure 1:
Map of the Shrouded Isles (Fashioned by the scholar, now Hyrsicator of the Transcendant Conclave: Zyphaem Faussad, and his followers. Note: The point labelled “Sharboneth Colony” is now under the rulership of Duke Antoine Trenada, and “Bliss” has since been blown up. Additionally, this map may contain other inaccuracies.)

domare

Chapters:[LIST=1]
  • Prehistory of Ymph
  • Ancient History of Ymph
  • Recent History of Ymph
  • Geography, Locations and Inhabitants
  • Flora
  • Fauna and Bestiary
  • Law and Politics
  • Religion
  • Poems, Plays, Songs and Bardic Legacies
  • Legends, Folklore and Unsolved Mysteries

domare

1. Prehistory of Ymph:


The times before the recording of history began around Ymph are uncertain. Much is speculation, or gleaned from the oral traditions of the Stargazer Halflings; who claim to be Ymph's earliest inhabitants. It is known that a tribe of elves called the Illythiiri lived here long ago, briefly, before they descended into the Underdark. They left the ruins of their civilisation behind, including a Way that they built to descend into the realms below. [1][2]

References:

[1]The Mysterious Ymph Archipelago, by Galleous Albedos

[2]The Lessons of the Crown Wars: Its history, and its connection to Isle Ymph, by Ilyra Iliathor

domare

2. Ancient History of Ymph:


Ymph was named after an Ancient Netherese, known as Zephulot Ymph the Explorer. As was customary in the time of Ancient Netheril, the land he found was named after him. Soon after the discovery of Ymph, buildings were erected on it and a small settlement established. The Island Ymph then became part of the Dominion of the Empire, and the settlement became the first colony of the enclave of Orbedal. Zephulot Ymph left the isle, never to return, for reasons that are uncertain. [1] One of the texts states, concerning his departure, that:[INDENT]“elders wail and mourn, and there are no more of his name upon the Island Ymph.” - The Ymphiad, by Emthrotep of Nebezzdos[/INDENT]Thus, it seems that the legacy the explorer Ymph left was the name alone. The Colony was later declared the Penal Colony of Nebezzdos and was to be administered by one with the title of Warden.[1] There are indications that the Colony was, some time later, severed from the Netherese Empire and taken over by the one with the title of Warden. This was likely around the same time as Karsus' Folly, as the records detail enclaves falling, magic failing, and the Empire falling silent. “Enclaves falling” is probably a literal description, not mere expression, as the enclaves that floated over Faerun did indeed fall out of the sky due to Karsus' Folly. [3]

Karsus' Folly is thought to have occurred in -339 DR. The records indicate that the year the Empire fell silent was the 322nd year since Zephulot Ymph the Explorer first departed from the Enclave of Orbedal. [3] The first Netherese buildings on Ymph were constructed on the 5th year on this timeline. Therefore, a few simple calculations can give us the approximate age of Nebezzdos:[INDENT]322 â€" 5 = 317

-399 â€" 317 = -716[/INDENT]So the city was born in -716 DR. This was during one of the more prosperous ages of the Netherese Empire.

It is now 1377 DR, so...[INDENT]1377 + 716 = 2093[/INDENT]... the city of Nebezzdos is aproximately 2093 years old. Bear in mind that it was not declared a Penal Colony until roughly 200 years after its beginnings, so much of its infrastructure may not have been constructed until around that time.

Evidence suggests that Nebezzdos (following Karsus' Folly, and independent of the Empire) fell into disunity and eventually collapsed. This was despite an apparent attempt by the Warden to preserve the greatness of the Netherese Empire in Nebezzdos. [4] Prophecies of the end of the world are said to have run rampant following the Fall of Netheril, which saw the fortress now inhabited by the Transcendent Conclave fall and make the crater known as the Smash. Some documentation indicates that there was an individual that challenged the Warden's rule around this same period, causing a substantial revolt and Civil War. There has also been reference made to a betrayal of the Warden by the Amaunatori. [5]

It is understood that the necromancer Porenius, known for creating the Nightrisers, had the ear of the Warden around this time. This is consistent with what the Stargazer Halflings say of Nebedzzos during this period: that there were two "tribes" fighting one another, one known as the "Necrotribe" and one as the "Sun Tribe". The Warden, Porenius, and their followers likely fought against the Amaunatori and their followers in the Civil War. Much uncertainty still surrounds the Ancient History of Nebedzzos.

Also in the early records, there is mention of things quite familiar to us even now. The Stargazer Halflings, the Mist, Nightrisers [1], and H'bala. [2] All have passing mention, and will be further detailed in later chapters.

The records of Ancient Netheril shed some sparse light on the history of Ymph, but there are still many gaps, and questions to be answered.


References:

[1] The Ymphiad: The researches of Emthrotep of Nebezzdos upon the histories of the Empire.

[2] Of the interred and their crimes, Written by Bathalus the Scribe in the CCV Year of the Colony Nebezzdos.

[3] Of the Silence of Empire: When the Empire spoke no more, and the Warden became Imperator Nebezzdos.

[4] Journal Ar-Elztrahus the Archivist Year: CDLXXXVI

[5] The Journal of Najas Tiporium

domare

3. Recent History of Ymph:

Pre-colonial Days
 
The pre-colonial days were dominated by men struggling for power and a constant atmosphere of distrust, but also growth and hope. Many men worked against each other, trying to become the one instance of power. Many a politician and guard got assassinated or accused of involvement in such actions. And many tried to make a name for themselves.

One of the first to claim power, since Zyphaem Faussad reached the isle and the Mythalar started to do it's now random work, was Bastian Vandermark.  Bastian Vandermark was a man who ascended from the Underdark town known as Sanctuary. In Mirtul 1375 DR he was the first to establish a law for what we now know as the Duchy and was shortly after declared to the lawful and fit steward of the isle by the Church of Amaunator.

Sadly the man was slain in the wilds as fast as he rose in power and only little later the Church of Amaunator and their leader, Sunlord Lanceart, claimed the rule over the growing settlement.

In these early days of our recent history a powerful organization, still present and watching over the Duchy today, made themselves known to the settlement for the first time as the Commander of the Ymphian Militia Al-Hazaar welcomed the Stygian Armada. Only little later the Armada took their post in the Gobsquat from where they established their dominance.

Another important man of the early days likely was Francisco de Olid, whose statue still decorates the lower floor of the Stygian Citadel. His methods were questioned by many, if with reason or not are another matter, but one thing is for sure: The man made his way, and he surely was an important factor for the Armada to establish themselves here.

Anyway, the rule of the Amaunatori was just short before other clouds gathered above Ymph in Kythorn 1375 DR. The often well doing Templers of the church of the Sungod were accused of animating the dead and their temple was purged. The Amaunatori were now hunted, and the hunt was mostly led by two men: Francisco de Olid and Commander Al-Hazaar.

What is known is that the Amaunatori pushed back. Posters were found declaring that Kazan Rhodes had been assassinated and that his remains were animated by de Olid, urging the citizens to support the Amaunatori against de Olid and Al-Hazaar. And shortly after Chancellor Lanceart, Sunlord of the Amaunatori, stripped Al-Hazaar of his command and declared that both de Olid and Al-Hazaar are to be slain on sight. Of course such actions against their men were not well received by the Stygian Armada and they declared that such would lead to repercussions. Which was answered by Lanceart declaring Martial Law, urging the settlers and victims of the Mythalar to stand up against the Armada and Al-Hazaar, claiming either Al-Hazaar or de Olid to be Cyricists.

Only little later Lanceart declared a new charter and his efforts against Al-Hazaar and de Olid were joined by the Arrows of Justice, who called for citizens to stand against the two men. And a few days later Al-Hazaar was declared dead by these so called Arrows of Justice.

In these politically troubling times the woman and scholar known as Otula Tauvivi, who was later sold into slavery for personal matters by de Olid, reports of a shrine to Moander, which held several spores harmful to the unfaithful. Strangely these spores were found alongside a couple of orcans. The spores were taken by the druids and later brought to a battle at the gates of the settlement by the druid Faceless and a band of other wildwalkers, where they faced de Olid and his men. The druids were defeated and the spores taken by de Olid.

A couple of days after Al-Hazaar had been stripped of his command over the Ymphian Militia Galleous Albedos took command over them in late Kythorn 1375 DR. Only little later he already was accused of consorting with Umberlites and slavers.

But with that the trouble for the Militia did not end: The Commander Orik Ironhammer is slain in early Flamerule 1375 DR and the Judge Hersilia Malatesta attempts to stabilize the struggling upholders of law. After a few minor troubles Galleous Albedos is declared Executive Commander of the Nebedzzos Volunteer Militia, with Martin Farden as Commander.

After bringing a bit of stability for a short time Galleous Albedos steps down from his position as Executive of the Government, only shortly after being declared such. He makes a last proclamation though, announcing that a meeting shall be held in the Kingsman's to nominate a new body of Government.

And as if the new settlement wasn't already struggling enough lizardmen tried an invasion, only shortly after Fyoris warned of their activity. The invasion failed, but nonetheless another threat slowly revealed itself by it: The Cult of Moander, who are seeking the Rot Spores and who the lizardmen were faithful of.

Only a couple of days after that it was literally shown that the sky could even become darker as Prophets of the Hanged Goblin foresaw the Darkening, which was mentioned by the Nightrisen on many occasions after that.

Anyway, the little bit of political stability Albedos and his men brought was ended by troubling news as it surfaced that Commander Farden and Co-Commander Nolten were assassinated and that the former Executive Commander had only barely survived an assassination himself. With that the old Militia was disbanded and Hersilia Malatesta announced a new government to replace the old. Putting up Lewis of Sanctuary as Alderman with three independent arms to aid him in ensuring the success of this new society:

[INDENT]1. The Guard led by Commander Ortred.
[/INDENT][INDENT]2. The Chamber of Commerce led by the five merchants who donated the most to the Government.
[/INDENT][INDENT]3. The Court led by Adjudicator Eumond Harunamos of Tyr.
[/INDENT]After placing up a new government Hersilia Malatesta is assassinated only little later by an elf and Galleous Albedos gets accused of aiding the culprit, and ends up in chains. A few days later he is declared dead, after he fell in an attempt of fleeing.

Stabilizing the settlement once again Commander Ortred announced the Ziggurat Penal Code in late Flamerule 1375 DR, which proved to hold until the House Sharboneth was disbanded.

On the 1st of Eleasis 1375 DR an unknown ship anchored on the shores. The soldiers on it revealed themselves though as they came to aid the people of the settlement as the Ziggurat is overrun by orcs on the 2nd of Eleasis. These very men have been the first Sharboneth troops on Ymph.

They were not liked here by everyone though and so the Seekers, a group of people from the Underdark town Sanctuary, rebelled against the soon to be leaders on the 7th of Eleasis 1375 DR and took control of the Mythalar room. Once in there they announced over the sending system that Frederick Bresley, one of the brothers who founded Sanctuary, was once a slave sold from Old Port to Traensyr and called for a rebellion against Old Port. They confronted the Sharboneth Guards and fled into the wilds. Rewards were put up on their heads and a large fleet of Sharboneth ships arrived, bringing more men and supplies.

domare

4. Geography, Locations and Inhabitants

The geographical features of the Shrouded Isles vary greatly. One can witness bare, rocky outcrops, barren strips of sand, verdant forests, deep jungles and high mountain peaks. Sometimes all of these and more can be seen on the same isle; Ymph is one such isle. The weather in the archipelago is temperate to tropical, with a great many storms, and of course, many thick fogs and mists from which the isles get their name.  
 
The relatively constant and diverse climates on different regions of Ymph, in addition to the discovery of a weather device in the Misty Mountains, has led to hypotheses that the Ancient Netherese exercised a large degree of control over the Isle's climate; and that there may be more of these devices strategically placed about the Isle. [1]

Nebedzzos

Nebedzzos is the Ancient Netherese Penal Colony described in the Ancient History of Ymph chapter. Its districts are numerous, but the full extent of the ruins is not with certainty defined here.

Alleyways

Alleyways snaking and intriguing fill the ruinous expanse of Nebedzzos, connecting the various regions. They can be dangerous, and are enigmatic. Some doors won't open without particular arrangements of the runes on their surfaces, and some statues make enormous and horrid noises. Though undoubtedly, there is more to be unearthed... and more mysterious things to be found.

The Docks District

The Docks is a seething slum district located north of the Squatter's Den and Ziggurat, and North West of the Warden's District.  At first glance, the Docks district would seem to be a lawless slum that is teeming with prostitutes, drug addicts, and violent gangs.  Yet, the environment seems to foster successful entrepreneurship, freedom scholars, and warriors.  Although it is predominantly ran by a gang known as the Sons of Sabuth, many residents of the area pride themselves on the freedoms obtained by living within the outskirts of the Duke’s Dominion.  

[INDENT]Inhabitants: The Docksfolk, Gangs, Sons of Sabuth[/INDENT]

The Floating Enclave

The Floating Enclave floated once before, in the time of Ancient Netheril. However, at the Fall of Netheril, it itself fell to the earth and created the enormous crater now known as the Smash. The Floating Enclave was raised back up to its former glory by the most powerful wizard of the Transcendent Conclave, with assistance from Hyrsicators Thrask Morv and Zyphaem Faussad. It is now the home of the Transcendent Conclave.

[INDENT]Inhabitants: The Transcendent Conclave[/INDENT]
 
The Transcendent Conclave is a collective of Wizards and their Consorts that live in the Floating Enclave. They are led by a council of powerful wizards known as the Pentumverate, and occupy themselves as the peacekeepers of Ymph, ensuring that neither the Docks nor the Duchy grows to destroy the other. In addition to this, they are the one of the preeminent research organizations on the isle...

The Garden of Life
 
An unspeakably beautiful cloistered garden south of the Temple District. It is a verdant and peaceful area maintained by monks. The Garden of Life is a small tribute to the Earth Mother and her midwife, Shiallia. Together they brought forth all life into the world.

In the Garden, bees hum from flower to flower, butterflies flutter in the breeze, and monks toil in the soil. Plump oranges and shiny green apples hang from the trees and vines are heavy with ripe red grapes.

The monks treat the plants as if they were sentient, telling them stories and listening to them speak with the wind's passing.

[INDENT]Inhabitants: Monks[/INDENT]
 
The Main Gates

The Main Gates of Nebedzzos are characterized by three levels of stone masonry. The first gate, the inner stairway and the secondary gate all must be passed to enter the city. In addition to this, there is a moat and bridge, and some machinery on the walls to provide added defensive potential to the gates.

The Smash

The district known as the Smash is so named for an enormous, watery abyss the Floating Enclave created when it fell to the earth during the Fall of Netheril. Ruins are scattered about the place, but it is altogether empty, having been mostly broken and wiped out by the catastrophe that occurred there ages ago.

The Squatter's Den

The Squatter's Den is a section of the ruins tucked off to the west of the Ziggurat. It has moist and putrid air, and a large, stagnant lake. There are some ruins here, and a small, sinister, walled-off town. The Squatter's Den is absolutely teeming with goblins, goblins that have been taught the ways of civilization by the local half-drow innkeeper.

Stygian Outpost

An outpost and dock of the Stygian Armada is located to the west of the Squatter's Den.

Goblins
 
The Goblins of the Squatter's Den are understood to be civilized, if undoubtedly the same vile creatures underneath. They are led by Chief Pogglit, a goblin with a strange fascination with civilization. Though there have been tensions between Pogglit and more rebellious and bloodthirsty goblins in the Den, which have been known to get violent...  

Valara

Valara is the half-drow innkeeper of the Hanged Goblin in the Squatter's Den. She is the one that taught the Goblins of the Squatter's Den to be civilized.

The Temple District

The Temple District is an austere promenade of ancient temples located to the east of the Ziggurat and Warden's District. It is adorned with waterways to either side of the temples, and made further picturesque by a huge tree farther to the east. Additionally, there is a portal here that connects the district to the Floating Enclave of the Transcendent Conclave. The temples have been revived or converted in purpose since the founding of the Colony.[See Religion chapter for more information]

[INDENT]Inhabitants: Stygian Armada, Militiamen, Citizens of the Duchy, Temple Workers, Wizards and Consorts of the Transcendent Conclave[/INDENT]

The Warden's District

The Warden's District is a wide, central district between the Ziggurat, Docks and the Temple Districts. It is full of snaking streets and abandoned [and sometimes sinister!] buildings.

Underneath the Ruins...

There is a large variety of structures underneath the ancient ruins of Nebedzzos. These range from the Drainage Pipes, to the Flooded Ruins and prisons further below, to the Sunken Enclave even deeper still. Additionally, there is a network of flooded tunnels. Though the true extent of all the regions underneath Nebedzzos is not known.

[INDENT]Inhabitants: Nightrisers, and more...[/INDENT]

Settlements

Fellhammer Hold

The land of Fellhammer Hold, located in the foothills east of the main gates of Nebedzzos, was gifted to the dwarves, originally by House Sharboneth. From the humble beginning of a campfire and a few barricades, they have grown into a bustling subterranean community sporting the made-to-last, if over-engineered architecture the dwarves are famous for. Since their humble beginnings, it became apparent that their numbers were too few, so they joined with the gnomes of the Isle to create what is known as the Golden Alliance.

[INDENT]Inhabitants: The Golden Alliance[/INDENT]

The Golden Alliance is made up of both gnomes and dwarves, as the individual numbers of each are not enough to create what they wish to create. But together they can. A number of the members ascended from the Underdark, from the place called Sanctuary, but most came from the portal. The aim of the Golden Alliance is to create a home for all dwarven and gnomish refugees.

Starwood Village

The home to the Starwood Tribe of Stargazer Halflings, Starwood Village consists of twisting wooden bridges and platforms high in the canopy of the Starwood. It is open to the sky, with little shelter but some small tents.

[INDENT]Inhabitants: Stargazer Halflings[/INDENT]
[See Chapter 6. Fauna and Beastiary]

The Argenti Tribe's Camp
 
The Argenti Tribe's Camp is located in the Desert, outside the pass into the Forgotten Forest. It can be identified by sight, or sound. Listen for the fiddles, melodeons and bagpipes of the Argenti, especially if the sandstorms grow harsh; they will lead you to safety.

[INDENT]Inhabitants:The Argenti[/INDENT]

The Argenti are descendants of the original settlers and explorers that came to the Shrouded Isles from Amn and Tethyr. Their King is descended from Fabricio Argenti the Cartographer, who founded the Wyrm Watchers: a company of trackers and explorers of Amn and Tethyr. They were contracted by Old Port to discover resources and warn of dangers, but for over half a century, they have been disbanded due to what they say is the treachery and ingratitude of fat arses in Old Port.

The Exiled's Camp

The Exiled's Camp is an insular community located inside the Tangled Wood, and is populated by those who are unfit for civilized life, or those that have decided to exile themselves from the Colony. They say that as long as people don't cause trouble, they are welcome. There are gardens, tents, fires, makeshift shelters and minor fortifications. A pond is nearby, and a well is present for drawing water.

In addition, there is a large tree with a glowing glyph on it:

The World Tree:

The World Tree's roots extend far and wide across the wild lands. It is in tune with those that have the balance in their hearts, and can be used to send messages across the wild to those in tune with it. To receive messages, you must have a branch of the World Tree in hand, and they can only be taken from the tree by the caretakers of the lands. If you are not such, you must be given the branch by such a caretaker.

[INDENT]Inhabitants: The Exiled[/INDENT]

The people of the Exiled Camp are diverse, from wanted criminals, to escaped slaves, and certainly to the caretakers of the wilds. Many come and go to trade. Even occasional Stargazer Halflings.

The Unyielding Pass Camp
 
The Unyielding Pass Camp is the camp of Gaeseric the Unyielding and his partner Gundahar the Aphasiac. Safety and rest can be found here.

They sought to help the people living in the Ziggurat who were lost and unguided. As a result, they have come to carve a true tribe in the mountains without the bickering words Gaeseric has become tired of. Gaeseric and the camp are not trusting of arcane spellcasters, so it would be wise to conceal such abilities if a warm welcome is desired.

The region is pristine and peaceful, and has many campsites, bridges and minor fortifications. A passage exists from the Unyielding Pass Camp that leads down into the Desert.

[INDENT]Inhabitants: Gaeseric's Followers[/INDENT]
 
Gaeseric's followers are a content people, living and plying their trades in the peace of the mountains.

Gaeseric the Unyielding:

Gaeseric is a survivor from the Tribes of the Underdark that were led by him. They were known as the Cave Worm Clan, and once lived in Sanctuary, formerly a city of escaped slaves in the Underdark. He says he acted as protector and defender against the corrupting forces of the darkness.

Gundahar the Aphasiac
A mute man and partner to Gaeseric.

Forests[/B][/U]

Elfwood

The Elfwood is north of the Illythiiri Ruins [See Structures and Ruins] and slopes up to meet the Misty Mountains. The forest itself seems old and sturdy, with defined copses and large trees amongst well travelled clearings. A large circle of megaliths can be found here. The northern and higher altitude regions of the Elfwood are thicker, and have a large amount of plant life. The forest is sometimes sloped, though, and requires some climbing.[INDENT]Campsite

A small campsite, old bedrolls. Fences. Evidence of humanoid constructions. North eastern region of low lying Elfwood.

Cabin

A seemingly abandoned cabin can be found in a clearing between the trees and the rock faces higher up in the Elfwood. On closer inspection, a trapdoor can be found that leads into an Illithiiri-like ruin. The crumbling corridors end at a door, behind which a man calling himself the Alchemist resides.

[INDENT]Inhabitants: The Alchemist[/INDENT]
 
The Alchemist is a little known figure living under a cabin in the Elfwood.

Starwood

A placid wood populated with calm streams, tall trees and wandering creatures. Above it, the eerie music of strung-up bones fills the air; as a local Stargazer tribe's village can be found in the canopy.

Cave/SIZE]

A cave exists in the Starwood. Inside is a small campsite. A deeper section of the cave is extremely damp. Water seeps in from the lake above, creating an amazing growing environment for various mushrooms.

There are markers of civilization here: An indecipherable gravestone, and a sealed door. The door goes further into the tunnel system, which leads ultimately to a region near Blackhearth Keep.

Starwood Village
[See Settlements]

The Forgotten Forest
 
The Forgotten Forest is an old and beguiling forest. It is here that the Mist is at its thickest, and the mind is at its weakest. There are a number of structures, ruined and otherwise, within the Forgotten Forest. There seems to be little or no animal life within the forest, and no tracks can be found in the undergrowth. In the depths of the forest, the canopy blocks out the sky.

It is important not to venture through the Forgotten Forest alone, and to stay with those that accompany you - do not let anyone wander off alone. There are accounts of strange experiences with the Mist here, and others of the Forgotten Forest driving people to madness and death. Some have claimed that magic does not work properly within, and it is even said that the Mist is so obscuring that the Gods themselves look away... [2]

Brasidas Estate

Hidden in the Forgotten Forest [See Forests] is the Brasidas Estate. It is located in a clearing, and sports a large stone building, pond and various gardens.

[INDENT]Inhabitants: Brasidas Family and Servants[/INDENT]
 
Lord Brasidas participates in winemaking here. It is said that he fell out of favor in Old Port, and escaped into the Forgotten Forest. [2]

Grove

There is a grove within the Forgotten Forest in which the Mist seems especially thick. It cloys around the feet, making walking difficult. There is a shrine here, apparently made out of the forest itself.

The Heart of the Forgotten Forest

In the Heart of the Forgotten Forest, there is a clearing in which a number of mist-covered megaliths can be found. They give extremely vivid and particular visions to those that witness them. Additionally, there are a number of ruins and carvings.

Wyrm Watchers' Tower

An old tower that used to be inhabited by the Wyrm Watchers (now Argenti Tribe). Its uppermost level overlooks the canopy of the Forgotten Forest.

The Tangled Wood

East and south of the main gates, the Tangled Wood is comprised of narrow paths, clearings and small ponds. It is highly vegetated.

The Exiled's Camp

[See Settlements]
The Webbed Wood
   
A dark forest draped in sticky webs. Tiny spiders swarm the forest's floor, and indeed more giant spiders of various species stalk between the trees. Some of these species, and the large numbers in which they come, are previously unheard of by scholars of the mainland. There has been some conjecture among scholars that there are too many spiders for a normal source of food to sustain them. Consequently, there is speculation that dark powers are at work in the Webbed Wood, besides - or perhaps related to - the Flayer Stargazers that worship the Brood Keeper Spiders deep within the wood. [3] Additionally, there are a large amount of remains from one of the battles of Red Eleint within the Webbed Wood.

[INDENT]Inhabitants: Spiders, Flayers[/INDENT]

Ruined Temple

An extensive Ruined Temple lies within the Webbed Wood, on which small skeletons are hanging. This region is believed to be territory of the Flayers.

Other Ruins

Ruins can be found within the Webbed Wood, indicating that structures were once in use by intelligent life here.

Webbed Wood Tunnels

A system of tunnels that includes a safe, sealable chamber with an abandoned camp. It is also populated with spiders, and connects to the system of tunnels underneath the Bogs.

Other Regions

The Desert
   
The Desert is the driest region of Ymph, inhabited by living and unliving peoples and creatures. The latter two varieties of creature are hostile and dangerous. The Desert also holds various ruins within, in addition to the Argenti Tribe's Camp. [See Settlements] The Desert should be traversed with care, as the frequent dust storms make it easy to get lost.

Ruined Settlement

The ruins of a small settlement are apparent in the Desert.

Sietch

A great sanctuary spoken of by an exiled Stargazer of the desert, supposedly hidden in the sands.

The Misty Mountains
   
The Misty Mountains is a spine of mountains that divide the western and eastern sides of Ymph. They are forever wrapped in the mysterious Mist that covers the Shrouded Isles Archipelago, and from this aspect of their nature they receive their name. But even more mysteriously, they are capped with snow. It is said that an ancient Netherese Device, powered by necromantic energies, is the reason for this snow and the utter cold atop the Misty Mountains.

Coniferous trees are common on the Misty Mountains, and there is an extensive system of tunnels and caverns within the mountains that leads through to the other side of the isle, where the Desert and Forgotten Forest can be found. [See Other Regions] Within this system is a large body of water; the best guess of its origins being that it is seepage from the rains. The caverns, whilst apparently stable, are highly dangerous and contain many glyphs that dispel invisibility.

[INDENT]Inhabitants: Mist Ogres, Flayer Stargazers[/INDENT]

Hidden Grove

There is a hidden grove within the Misty Mountains, somewhere beyond a certain boulder. Only those with good perception can find and utilize it.

[INDENT]Inhabitants: Lizardman[/INDENT]

A lone lizardman apparently tends to this grove.

Michael's Landing

[See Structures and Ruins]

The Unyielding Pass

In the Mountains of Mist lies the Unyielding Pass. It is so named for the camp of the man known as Gaeseric the Unyielding, and those that followed him there. [See Settlements] Here there is a narrow system of tunnels that leads into the Desert.

The Southern Bogs
   
The Southern Bogs are a drooping, wet and humid land of rotting vegetation and wet undergrowth. The place spans from the southern end of the Webbed Wood to the southern shore of Ymph, and appears to be spreading into the wooded ruins near to Shipwreck Beach. It is a dangerous land, afflicted by the Rot of Moander and inhabited by many twisted and corrupted creatures. It has been said that in the evenings, the Mist here takes on a sickly green hue. [3]

Bogs Tunnels

Underneath the Bogs is a very deep and extensive system of tunnels and chambers that connect with the system underneath the Webbed Wood.

[INDENT]Inhabitants: Zul'Jiin Nganga[/INDENT]

In a deep chamber filled with spirits is Zul'Jiin Nganga, otherwise known as the Bone Shaman. He is a powerful necromancer that communes with spirits and keeps shrunken heads about.

Structures and Ruins

Blackhearth Keep

A majestic keep, crumbled and ancient, Blackhearth Keep -- or Castle Blackhearth, has been utilized by a number of individuals and organizations in Ymph's recent history and is still manned to this day. It was once the seat of Lord Martyn Greywood, and has been the fortress of the Numinous Order, though its earlier history is somewhat less well known.

Memorial

There is a memorial stone outside the keep that reads:

"To those who gave up their lives in defense of the Council of Four during the War of Succession, we remember you upon this ground where the final stand against the foreign invaders was made. You will have your vengeance." - Anonymous

Secret Passage

There is a passage leading from the caves in Starwood [See: Forests], through to a ledge north of Blackhearth Keep.

Castle “Vrazdn”
   
A castle that seems to sit at the centre of the isle of Ymph. Little is known about its origins or purpose. It is or was claimed by a human warlord of some kind, and his armies of goblins and ogres, though the exact state of this castle and its history is uncertain.

Michael's Landing
 
A frozen village hidden in the Misty Mountains. It was founded in 1188 DR by Michael Blackhearth and those that followed him in a flight from Old Port. They believed it to be a gift from the gods; there was game aplenty, fertile land and forests. But only three years after it was founded, children began to disappear and the harvest was stunted. The following year, things were even worse. The livestock starved and crops withered. Snows began to fall. As the year went on, the villagers grew desperate and made a scapegoat of a local wizard, burning him alive for allegedly cursing them. But the cold grew worse, and the remaining villagers began to starve. They cut down what they could and tried to sit out the winter; but they had no food, and had to resort to cannibalism. The village is now abandoned, and preserved in frost.

The dominant theory is that the Netherese device located nearby removed cold energy from the peaks, and had made the village prosperous for some time. This was due to the settlers of the region attempting to maintain warm weather for the area by sacrificing themselves or others as fuel for the artifact. It is known that negative energy, as well as the energies inherent in humanoids, can power the device.

There are thought to be rich deposits of minerals nearby. [1] [4]

[INDENT][Former]Inhabitants: Villagers[/INDENT]
 
Ruined Settlement
   
Ruined buildings are nestled atop the cliffs of Shipwreck Beach [See Water], and a ruined settlement lies in the woods nearby. There are signs that the Southern Bogs are spreading their Rot into these woods.

Portal

There is an active, but unpredictable portal in the wooded region.

The Illythiiri Ruins
   
The ruins of the Illythiiri are characterized by enormous and ancient trees, intermingled with beautiful elven architecture. They are haunted by ancient spirit guardians, and are thought to contain artifacts of immense power and value that were left behind by the elves...

[INDENT][Former] Inhabitants: The Illythiiri[/INDENT]

The Illythiiri were a tribe of elves that are said to have become the Drow after the Crown Wars. Little is known of their activities on this isle, other than that they once inhabited it and constructed a Way into the Underdark in the mountains. The Stargazers have spoken that half-elf half-spider abominations, better known as Drider, have existed on Ymph.

The Tower of the Maiden
   
A ruined tower is concealed in the wilds near the Ruined Settlement in the woods near Shipwreck Beach [See Water]. It is thought to be the prison of H'bala.

The Towers

Two of these identical towers exist. One in the region east of the main gates of Nebezzdos, and one on the Stonehand Coast. They are abandoned, and their interiors are made up of only stairs. At the top of each are three statues. These towers were formerly used by the Numinous Order of Brethren Votarient, and the statues bear inscriptions corresponding to their ritual of "marking the three". [7]

Water

Cliffside Waterfall
 
An immense waterfall located to the far east of the main gates of Nebedzzos. There are signs of ancient and recent habitation; abandoned ruins at the base, in addition to bridges and a clearing with a campsite in it farther up. It is a long, steep ascent along narrow paths that snake along the edge of the cliffside. A narrow stairway behind the waterfall in the campsite clearing will take one up to a ledge that juts out from the cliff.

The High Seat

A small, supported bridge extends out from the ledge. On it is a throne. The view from this throne is wonderful; it overlooks Nebedzzos and the wildlands below.

The Purple Crystal Mines

A mine containing the Purple Crystals, a mineral imbued with positive energies that glows a pleasant azure.

The Undervault

Large cavernous expanses lie within the cliffs, one containing excellent conditions for mushroom growth, another filled with water, and deeper ones still...

The Way

The Way into the Underdark built by the Illythiiri is located deep in these caverns.

Ymph Caretaker's Residence

In a cave on the topmost ledge of the cliffs is the Ymph Caretaker's Residence. What this is, and who resides here, is not known. The sign outside the door reads: "No unsolicited callers."

Perilous Cliffside

The Perilous Cliffside can be found to the west of the Western Cliffs. Here there are narrow stretches of worn rock between the cliffs, and a number of skeletons hung on the cliffsides.

Cave

A cave can be found on the side of one of the cliffs, inside is a campsite and altar.

Tower

There is a plain, ruined tower here, apparently uninhabited and quite inaccessible.

Sandbar Path

Sandbars lead to outer reef, which connects the perilous cliffside with the Docks District of Nebedzzos.

Rugged Shore
 
On the southern coastline of Ymph is a particularly rugged region, blocked up with cliffs and sandbars. It is likely that only smaller rafts can navigate the area. There are several entrances to the Illythirri Ruins [See Structures and Ruins] here, and to the west lie the Southern Bogs [See Other Regions].

Shipwreck Beach
 
Shipwreck Beach is so named for the large number of wrecks that line the shores in the region. There is a wooded ruin nearby. [See Structures and Ruins]

The Lake of Mist
   
A vast lake between the Webbed Wood and Starwood, around which the Mist settles. Tumbling streams feed into the lake and vegetation creeps around it.

The Blade of the Zodiac

Near the Lake of Mist is a sacred Stargazer artifact known as the Blade of the Zodiac, related to the Order of the Zodiac that legendarily imprisoned H'bala. It appears to be a rusted old sword thrust into a pedestal of stone. And it has stargazer markings traced on it...

"When the evil returns to our lands, The blade of the Zodiac will find its wielder Let the blade known your hands and, And pull it from its grave to protect our people, hero"

The Stonehand Coast

The Stonehand Coast can be found past the farmlands to the east of the Main Gates of Nebedzzos. It is a relatively open region with broad clearings and large, weathered cliffs.

Portal

A portal can be observed between three megaliths. However, it does not appear to be in an active state, or may require some sort of key to function.

Tower

[See Structures and Ruins]
The Western Cliffs

The Western Cliffs are west of Nebedzzos, to reach them, one must travel far west of the Main Gates.

Graveyard

There is a graveyard walled off and adjacent to the walls of Nebedzzos in the Western Cliffs region.

Barrows

The Barrows in the graveyard contain various sarcophagi, statues and even a laboratory. They extend very deep, and connect with the drainage pipe system underneath Nebedzzos.

The Wyldwater
 
A long and snaking river system that is fed by a number of great waterfalls near the base of the Misty Mountains. It is at these great waterfalls that the vegetation lessens, and the terrain is more rocky. The trees are leafless and the plant life less dense. The mouth of the river feeds into the sea. Stone megaliths are formed in circles here, and to the north lies the Blighted Isle, close enough to swim to.

Caves

There are several caves along the length of the Wyldwater.

West Point

West Point is a beach jutting out from the western edge of the Southern Bogs. It is a peaceful and open area seemingly free of the Rot and abundant in life.

Other Isles

Bliss [Blown Up]

Bliss, once an isle once accessible from Ymph by walking south over a few sandbars, was - as its name suggests - a serene and peaceful place. Situated on it was an Inn known as the Sated Shark. However, Bliss was blown up by the Stygian Armada. [9]

Coral Cove Isle

Coral Cove Isle is surrounded in a teal mist, and is speculated to be the home of a stash of the Coral Raiders.

Hidden Caves

There is a set of hidden caves located on Coral Cove Isle.

Lift to Hyrelican's Seat

A lift that descends into Hyrelican's Seat might be accessed through the Hidden Caves.

Coral Raiders

The Coral Raiders are a dangerous group of smugglers, corsairs and mercenaries that operate up and down the Sword Coast.

Gull Rocks

A set of rocky isles that jut forth from the sea. Patches of dirty sand speckle the surface of the isles, and wretched palm trees droop dismally in the wind. The largest isle is dominated by a squat, rocky building.

All are welcome on Gull Rocks, but must leave all hostilities outside. The Rocks are enforced as a neutral ground by the staff of the Crowned Kraken under its proprietor Captain Thrush. Traders and sailors gather here to offer their wares and services.

The Crowned Kraken

The Crowned Kraken is the only building on Gull Rocks, an inn of squat and sturdy make to withstand the wind and waves. The proprietor is the enigmatic Captain Thrush.

[INDENT]Inhabitants: Staff of the Crowned Kraken, Captain Thrush, Guests[/INDENT]

Island of Shrieking Music

The Island of Shrieking Music consists of tall, craggy cliffs and ledges of varying sizes. It gets its name from its association with clamors of harpies.

[INDENT]Inhabitants:Harpies[/INDENT]

Old Port

Founded hundreds of years ago by hunters, exiles and smugglers, Old Port is a city currently ruled by Count Zarono Senuspur. It deals extensively with its Underdark neighbors in the slave trade, and this is what fuels its wealth and prosperity.

[INDENT]Inhabitants: Citizens of Old Port, Upper Classes, Count Zarono Senuspur[/INDENT]

The Black Raven's Isle

An island granted by Count Zarono Senuspur to the Black Raven of Old Port, a loyalist heroine of the Queen's War that attempted to break the Ixpadian blockade.  She was unsuccessful, but was raised to minor nobility for her efforts and survival. In addition, she recovered various maps from the Ixpadians, one of them depicting the island she was granted.

It was believed that Ixpadia Sabuth set foot on the Island once. The Black Raven set out for the Isle with a dozen men, and began to build a stronghold on it, but contact was lost between she and Old Port. She and her men are now confirmed slain, and the isle is known to be inhabited by hordes of lizardfolk and kobolds. By the symbols they displayed, it was clear that they were worshippers of Moander.

Forest

A deep and thick forest exists on the Black Raven's Isle.

The Black Raven's Encampment

In a clearing deep within the forest is the Black Raven's Encampment. It consists of little more than the beginning of a battlement. A few tents and construction works, and an unstable mausoleum, are the only other structures of note. Yellow flags, adorned with a black raven, run in the breeze atop the walls.

[INDENT]Inhabitants: Lizardfolk, Kobolds[/INDENT]

The Blighted Isle

The Blighted Isle lies to the north of the mouth of the Wyldwater, a short swim across the sea. It has been said that the Blighted Isle is warped to be the antithesis of life. It attacks the very life force of living creatures, unless they have protection against negative energy. Touching things upon the Isle without this protection can be lethal. The negative energy crystals that grow here can be harvested for their essence.

Intricately Carved Runic Stone

Two of these are present on the isle, and are identical in nature. The following depictions can be seen carved carefully upon these stones:

A group of hooded elves, humans, and halflings along with an assortment of dryads, satyrs, and animals standing in a circle of stones. An acorn, a claw, and a running deer. Various crabbed and peculiar characters.

Menhir

Surrounded by a circle of stones is a carved menhir. Upon the menhir are carved images of trees, plants, and animals. The Menhir is speculated to be a source, or at least an epicenter of the blight on the isle. [5]

[INDENT]Inhabitants: Violent Spirits[/INDENT]

The Lagoon

First seen as a low atoll with a large ship stranded on a beach, the Lagoon has five isles altogether.  It is characterized by its beautiful vistas of crystalline blue waters, verdant tropical greenery, and the old ruin of the ship. Additionally, rumors abound about a treasure that lies somewhere about the Lagoon.  Though the nearby waters have been known to be infested with sharks, and inhabited by hostile Sahuagin, or shark men. The isles are somewhat untamed, and Assassin Vines can be encountered.

Cave

A large aperture can be found on one of the larger isles, which leads into a sealed, underwater cave.

Crystals

On one of the isles of the Lagoon is a pair of large crystals that do not appear to belong to the terrain. Their nature and origins are uncertain.

Forested Isle

A large thicket can be found on the largest isle of the Lagoon.

Shrine

One of the Isles consists only of a shrine upon the sands.

The Drunken Mermaid

The stranded ship, called the Drunken Mermaid, has been converted into an inn and valuable stop for visitors to the Lagoon. Traders, smugglers, pirates and other individuals are likely patrons.

[INDENT]Inhabitants: Crew of the Drunken Mermaid, Visitors, Sahuagin[/INDENT]

The Seven Deaths

As the name suggests, the Seven Deaths are a set of seven islands. And again, as the name suggests, the Seven Deaths are extremely dangerous.

One is known to be the home of a dragon.

References

[1] The Winter Artifact, By Evalyn Ravenwood, Adventuress

[2] File: Veiled Forest

[3] The Warped Nature of Ymph by Headmaster Amortice

[4] File: Changing Original Landscape Device (C.O.L.D)

[5] The Blighted Isle, by Samantha Bluestone

[6] The Lagoon, by Tomas Ridgeway

[7] A Succinct Survey and History of the Numinous Order of Brethren Votarient, Men of the Three

[8] How to Find Bliss by Jawl Highwind

[9] Correspondence with Sky, Priestess of Oghma

domare

5. Flora:
 
The isle of Ymph is home to a large number of ecosystems. From the deep jungles and verdant forests, to dry deserts, to golden beaches, to beautiful reefs, to the tall mountains and ever higher into wide and misty skies: Ymph contains a vast amount of plant and animal life therein.

 
An A to Z of the Flora of Ymph
 
All of the interesting Flora that has been observed on Ymph by the Syndicate Library during several research expeditions for the creation of the Tome of the Isle has been documented here.
   
Assassin Vine

A discreet and mobile plant that collects its own grizzly fertilizer by grabbing and crushing animals. There is some evidence that Assassin Vines are produced through processes of mutation, and it has postulated by some scholars that the Vines are the results of Netherese Experiments or a consequence of the corruption in the Bogs. [1]

Bogmush Fungus

A large fungus found in the Southern Bogs and Bogs Tunnels. It has a very porous texture that glows faintly green and emits a small cloud of spore when touched.

Bonga Fern

The Bonga Fern is a lush and beautiful plant. Its sap, when prepared properly, is known to have notable healing properties.

Bubble Berries

When these small, inconspicuous berries are pierced, they explode in bursts of air, enabling those that eat them to breathe underwater for extended periods of time. There is a simple alchemical process that can be exploited to produce these berries.

Coconut Palm

The coconut has spread across much of the tropics, probably aided in many cases by seafaring peoples. The fruit is light and buoyant and presumably spread significant distances by marine currents. The fruits are enjoyed for their fine taste and rumored ability to ward off fungal infections by many primitive and sophisticated peoples.

Demonthorn Bush

The Demonthorn Bush is so named for its sharp thorns that produce a stinging sensation if touched. It is often thought of as an invasive weed and pest, but its usefulness in certain recipes is postulated by some more obscure circles.

Duskwood Tree

Duskwood trees grow all over Faerun. They grow in densely packed groves which end up looking a bit eerie. They have smooth black bark and the trunks grow to an average of 60 feet. Atop these trunks lie small branches. The wood is as tough as iron and some fashion weapons out of the wood in place of metal.

Foxberry Bush

The Foxberry Bush appears as a snaking vine. It is adorned with yellow, greasy, grape-like berries that smell like meat. Normally carnivorous animals are fond of these berries.

Golden Lillies

A rare variety of flower.

Grazen Herbs

Rarely seen, Grazen Herbs are made up of roots that extend underground for many miles. The plant only surfaces to make its flowers once every now and again. These flowers are useful for curative brews.

Hellebore [Yule Rose]:

A perennial, low-growing plant, Hellebore has dark, shining, smooth leaves and pure white blossoms that extend out of its leafy bushes on long flower stalks. It earns the name "Yule Rose" from its appearances in the depths of winter. Though it is considered poisonous by many, due to the purgative properties that most races experience when it is consumed.

Ivory Moss

Called Ivory Moss for its whitish hue, this variety of luminescent moss commonly grows close together in clumps or mats, and can often be seen with Alders, Hickories, or Bitternuts.

Kelpie's Snare


Kelpie's Snare consists of long green vines that twist and undulate. It is known to wrap around creatures and constrict them, utilizing a sticky sap. This process continues until the creature either dies or breaks free. Should the creature die, the Kelpie's Snare will feed from the nutrients of the corpse. Certain fey delight in planting these vines near pools of water.

Mandragora

A fillamentous root, appearing like a man's figure.

Mistletoe

Generally considered sacred for the fact that it blooms in winter, but also parasitic by some... Mistletoe can be distinguished by its sticky red berries.

Mycetan

A Mycetan is a small mushroom growing almost anywhere where there is matter to decompose. The Mutated Mycetan is a side-effect of it growing near manifestations of massive arcane energy. It would likely grow in chambers where sewage is processed.

[Deadly] Nightshade

Distinguished by its dull green leaves, dark purple flowers and shiny black berries. The leaves and berries of Deadly Nightshade contain poison that is crippling to those that consume them.

Orange Tree

Orange Tree is a delicious fruit tree sought by many within the Dominion as a source of food. They can be found sporadically in the wilds.  

Peach Tree

Peach Tree is a delicious fruit tree sought by many within the Dominion as a source of food. They can be found sporadically in the wilds.  

Phoenix Pine

Phoenix Pines receive their name from their amazing ability to repopulate burned areas after forest fires. They are coniferous, and their cones are prized by alchemists and wizards that conduct fire-based experiments. Halflings are known to compliment the spicy flavor of the cones.

Roseneedle Pine

The Roseneedle Pine grows to be a small, 3' foot high tree with long roots, the ends of which form tubers shaped roughly like potatoes that can be used as fishing bait. Each needle on the pine has a pink, or white rose-like blossom

Silurian Lycopodia

Resembles a mushroom and possesses a huge pseudopod at the top that orients toward the sun. It can be used for curative brews and remedies.

Solitary Snakeroot

The solitary snakeroot is a glabrous, herbaceous, perennial plant, producing large, compound leaves from an underground trunk. The flowers have a distinct smell and the fruit is a dry follicle containing several seeds.

Sweet Grass

Long and thick, the stalks of Sweet Grass can be crushed and ground into a sticky flour. Its seeds can be boiled down to produce a sugary sweet syrup from which it gets its name.

Treant

On first inspection, Treants may simply look like animated trees, but they exhibit a combination of tree and humanoid features. Their skin is thick and brown with a barklike texture, and their arms appear like thick branches. But they have a discernible face, and their trunks are split into two legs that are sometimes squeezed together to appear more tree-like. Many Treants on Ymph are corrupted by the Rot, and will attack with frightening savagery. But Treants, it should be known, are more typically peaceful guardians of forests.

Vervain

Vervain is distinguished by its small flowers, each with five petals. The flowers are borne in dense spikes, and are usually a shade of blue, but can be white, pink or purple.

Vidician Algae

Vidician Algae is found in underwater regions. It has an extremely viscous texture and excretes a thick oil to repel predators. The oil excreted by the Vidician Algae is prized by healers.

Woad

A plant highly valued for the bluish pigment that can be distilled from its tiny leaves.

References:

[1] File: Enclave of Barakat[Syndicate File]

domare

6. Fauna and Bestiary

ANIMALS:
Boar[INDENT]Boars are not carnivores, or truly predators, but they are bad-tempered and may charge at those that disturb them.

Habitat: Temperate regions.[/INDENT]Boar, Razor[INDENT] Razor Boars have enormous tusks more than three feet long, and their hide is often of a scarred texture. Like other wild boars, they are very bad-tempered and will charged relentlessly at those that disturb them.

Habitat: Temperate regions.

Traits: Tend to appear in packs in the mountains, though in the low lands they tend to roam alone. [/INDENT]Grey Wolf[INDENT]The Ymphian Grey Wolf appears smaller and thinner, on average, than its mainland cousin.

 Habitat: Temperate regions.

Traits: Often organised in packs led by an alpha male wolf that is larger and more vicious.
[/INDENT]Panther[INDENT]Ymphian Panthers are amongst the more common varieties of deadly cats of the isle. They are black, and are found quite often in the more dense jungle regions of Ymph. They can be stealthy, and attack from the shadows using their dark fur to their advantage.

Habitat: Temperate regions.

Traits: Sacred to the Stargazer Halflings.
[/INDENT]Leopard[INDENT]Ymphian Leopards are the most common of the deadly cats of the isle. They, like most of the cats, will often hide and stalk the wilds stealthily for their prey.

Habitat: Temperate regions.

Traits: Sacred to the Stargazer Halflings.
[/INDENT]Malar Beast[INDENT]Malar Beasts appear as moderately sized, four-legged animals. They are black, but spotted with red splotches on their muzzle, paws and shoulders. It is said they are sent by Malar himself to hunt and kill.
Habitat:Temperate regions.
[/INDENT]Mountain Cat[INDENT]Ymphian Leopards are an uncommon variety of deadly cat. As their name suggests, they are found mostly in the mountainous regions of Ymph.

Habitat: Temperate regions.

Traits: Sacred to the Stargazer Halflings.
[/INDENT]Mule[INDENT]A domestic beast of burden, most likely bred outside of Ymph and then introduced for purposes of labour.

Habitat: Temperate regions.
[/INDENT]Saber Tiger [INDENT]Ymphian Saber Tibers are the largest and perhaps the most dangerous of the Ymphian cats. They possess giant, glittering fangs and a great deal of strength in addition to the deadly grace and stealth all Ymphian Cats are infamous for.

Habitat: Temperate regions.

Traits: Sacred to the Stargazer Halflings.
[/INDENT]Wild Deer[INDENT]Wild Deer are a plentiful sight on Ymph. They are distinguished by their lithe, compact bodies and their antlers. But perhaps more than this, they are distinguished by their relatively peaceful disposition when compared to other animals of Ymph. They are sometimes found in large numbers.

Habitat: Temperate regions.
[/INDENT]White Stag[INDENT]The rare, pure white stag is prized amongst hunters. It is said the stags have arcane abilities, and that its horns contain magical power.

Habitat:Unknown.

Traits: Unknown. Possible arcane abilities.
[/INDENT]
GIANTS

Troll[INDENT]Trolls are horrid and aggressive carnivores, devouring everything from grubs to bears and humanoids. They appear as tall, thin, hunched figures with mottled green or grey skin. They know no fear and attack unceasingly when hungry.

They can be encountered in numbers, with a shaman or witch.

Habitat: Bogs. Subterranean.

Traits: Regenerative. Vulnerable to acid and fire. Fearless.
[/INDENT]Mist Ogre[INDENT]Mist Ogres are an exclusively blue-skinned variety of Ogre. They are tattooed with strange tribalistic markings, and are native to the Isle of Ymph. In general, Ogres are ugly, greedy creatures who live by raiding and scavenging. Mist Ogres seem to be no exception.

Larger Mist Ogres can be encountered, and some of them are magic users.

Habitat: Misty Mountains, Undermount

Traits: Each Ogre carries around a substance known as "Mist Essence".
[/INDENT]
HUMANOIDS

Goblin[INDENT]Most of the goblin population of Ymph seems to be located within the Ancient Netherese city of Nebedzzos. The exact reason for this is not known, but the dangerous wildlands of Ymph would seem to justify the relatively weak goblin race's presence in a cloistered section of the city. Occasionally, they can be found in the wilds, though. And there is a goblin presence in the Drainage Pipes of Nebedzzos.

The Goblins of the Squatter's Den of Nebedzzos are civilized, if undoubtedly the same vile creatures underneath, but the other goblins of Ymph are not. Those outside of Nebedzzos are usually of a hardy or cunning variety, and will often waylay travelers and attack without warning from the grasses or shadows.

Habitat: Temperate, City, Underground

Traits: Goblins may be small, but they're quick and full of spirit... especially when it comes to breeding.
[/INDENT]Kobold

[INDENT]Kobolds are known to be extremely aggressive, notoriously cruel, and opportunistic.  Yet, they are also known to be collectively cunning reptilian creatures.  These creatures, which are suspected of being very distantly related to dragons, are highly dangerous in large numbers.  The danger posed is through their employment of successful battle tactics such as sheer numbers in addition to the utilization of poisons, traps, and ambushes.  Documented accounts and repeated stories of Kobold sightings deep within mountains and the Underdark has initiated debate pertaining to their cultural interests.  A theory gaining some credence is that Kobolds are actually skilled at mining and exploration.  These skills might have led to conflicts with Gnomes and Dwarves. Currently, these creatures are considered largely tribal and are commonly viewed as scavengers. [Headmaster Haun][5][6].[/INDENT]

[INDENT]Habitat: Mountain, Underground, Temperate.[/INDENT]

[INDENT]Traits: Vicious creatures who are known to attack on sight. Yet, their morale is quick to be broken sending them into egress. [/INDENT]

Kobold, Mist

[INDENT]Although these reptilian creatures are still dangerous, they are more elusive then the traditional tribal kobold.  They are sighted within Mountain areas, mainly at higher elevation.  These creatures are known to openly worship the mist as a deity.  There have been some rumored accounts that kobolds with the ability to command priestly or wizardry spells is common within the mountains.  As such, it could be expected that any combat encounters with such creatures would include the usages of such spells in their battle tactics.  Additionally, it should be noted that Kobolds are known to worship dragons or other more significantly dominant beasts. As such, encounters with such creatures should be cautioned [Headmaster Haun][5][6].      

Habitat: Mountain, Underground, Temperate.

Traits: Vicious creatures who are known to attack on sight. Yet, their morale is quick to be broken sending them into egress.[/INDENT]

Stargazer Halfling [Starchild]

The Stargazer Halflings, or Starchildren, are a nocturnal variety of halfling. Aesthetically, they are characterised by extremely pale skin and typically tribalistic garments. They are mostly shy and loathe to communicate with the world around them, but the regions they inhabit are various, dotting Ymph and other Shrouded Isles.

The Stargazer Halflings have a rich history with the Shrouded Isles, and claim to have been the first race to inhabit the Isle of Ymph. How they came to be here is not known. Their oral tradition attests to their status as the first people of Ymph, as they know things, in their own terms, of the history that surrounds the Illythiiri and the Netherese that also inhabited Ymph in the past.

The Stargazers are divided into two tiers of subgroups. The first tier consists of two groups: the more docile Starchildren, and the Flayer Starchildren. The second tier is that of the Tribes within these two groups. Each tribe is named after its totem animal, and these animals are venerated and protected much like the symbols of deities are within other civilizations.

 The Totem of each tribe determines how the Starchildren of the tribe behave. It determines how they hunt, it determines their desires and interests, it determines their habitat and
 it determines their behaviour and disposition.

 The leaders amongst the Stargazer Tribes are known as Elders.

The Beliefs of the Stargazers

The Stargazers have a set of beliefs they call the Old Ways. The Old Ways seem to be a largely nature oriented paradigm, and in the details of the Old Ways may be the explanation for the Stargazers' behaviour toward their environment. They live in relative harmony with the natural world, and respect it.

The Stargazer Halflings are well known as, and often derided for being a cannibalistic people. Following deaths, they cook the dead, as they believe the spirits of the dead rise to the stars through the smoke. They then eat the dead, so the strength of the dead remains with the tribe. They then string up the bones of the dead, to keep their ancestors with them. The bones make an eerie melody as the wind flows through them.

As their name suggests, the Stargazers often pay great attention to the stars. It is understood that the Stargazers believe the spirits of their ancestors are amongst the stars. [2] Additionally, they seem to believe that they can determine the future from deciphering the stars and constellations.

The Stargazers venerate and protect the animals of their respective Totem Tribes. But common to all the Stargazer tribes is the veneration of the great cats of Ymph. Not only are the cats worshipped like symbols of deities, but they also serve as guides or cultural foci.

Known Stargazer Totem Tribes
  • Eagle
  • Fox [See Below]
  • Frog
  • Parrot
  • Rat
  • Tiger
  • Trout
  • Wolf
Relations with the Netherese

The Netherese are understood to have thought of the Stargazers as little more than pests. [3] Though, the Stargazers benefited from the arrival of Netherese, as they introduced the technology of the telescope, which allowed the Stargazers to gaze deeper into the heavens and create more sophisticated astronomical charts for interpretation. Now, the telescope is seen as an almost sacred object amongst the Stargazers. [4]

However, the Netherese Wizards, supposedly due to their attitudes toward the Stargazers, created a magical plague the Stargazers came to call Y'krish. Y'krish was thought to only infect children, and it is understood that it almost led to the extinction of the Stargazers.

It is generally agreed that something occurred that ended the plague. A cure was found, or the infected Stargazers were exiled after some infighting amongst the Stargazers. [2] [3] The latter would seem to conflict with a reported characteristic of Y'krish: that it only effects infants. But the truth of the matter remains elusive.

Y'krish surfaced again in recent history, infecting a young child of the early Colony. But the Society saved the child's life and suppressed the plague.

Relations with the Illythiiri

The relations the Stargazer Halflings had with the Illythiiri are not well understood. Some have speculated that the Illythiiri and Lolth may have had some influence in the corruption of the Stargazers that would become the Flayers, especially those within the Webbed Woods, as the Flayers in the region venerate the Brood Keepers, a kind of spider-like insectoid. However, the knowledge of other Flayer tribes with different totems makes this hypothesis somewhat questionable.

The Flayer Stargazers

The Flayer Stargazers are a highly barbaric and violent variety of Stargazer Halfling. They are feared even among their own kind and have given up the "Old Ways", choosing instead to savagely hunt down their enemies and skin them like beasts. It is believed that an event or series of events in the past led to the corruption of the Stargazers that would become the Flayers.

H'bala, an ancient, imprisoned Netherese Witch is known to have contacted the Flayers as one they call the "Benefactor". She has contacted them through dreams, and urged them to free her so she may protect them.

Known Flayer Totem Tribes
  • Crab
  • Graveworm
  • Spider
The Order of the Zodiac

The Order of the Zodiac is a reclusive Order amongst the Stargazer Halflings. This Order is understood to be responsible for H'bala's imprisonment, and also prophecize her return. An old, rusted blade known as the Blade of the Zodiac can be found near the Lake of Mist, thrust into a stone. Markings here read:

"When the evil returns to our lands,
The blade of the Zodiac will find its wielder
Let the blade known your hands and,
And pull it from its grave to protect our people, hero"

The Lost Fox Totem Tribe [The Kepti]

Rumours tell of a lost Totem Tribe of Stargazer Halflings. The Fox Totem Tribe, or the Kepti, were a group of Stargazers intimate with the Mist. They "danced among the Mist" and are thought to have themselves become a part of the Mist long ago. Little else is known of them, besides a connection with the Forgotten Forest born out of various carvings and visions witnessed within.

References:

[1] Stargazer Compendium

[2] A Treatise on Halfling Culture by Drago Jather

[3] The Treasure Hunter's Journal, Vol II: Crystal Artifact of the Lost Stargazer Tribe

[4] The Mysterious Ymph Archipelago by Galleous Albedos

[5] New Theories on the Mist, A Work in Progress by Phebe Herathyza

[6] Entry pertaining to Kobolds by Asdon Garlin

domare

7. Law and Politics

Law

Law on Ymph is dominated by two major documents:

The Treaty of Nebedzzos

The first major document is the Treaty of Nebedzzos. The Treaty of Nebedzzos was a document written and negotiated primarily by the diligent Caliphar Mactl'ysha of the Transcendent Conclave, with input from numerous sources. A copy of the Treaty is included here:

[hide="The Treaty of Nebedzzos"]
Treaty of Nebedzzos
Peace Treaty between Duke Antoine Trenada and Admiral Horton Grouse and their respective Allies.

Preamble
Let it be known that the prison colony of Nebedzzos, once under the rule of the Imperial Netherese, was torn asunder through discord and civil divisions created after the collapse of the mainland Empire. Long has it dwelt in silent foreboding as a testament of the price of civil war. Let the lessons of the past not be forgotten by those who live within the present.

In the Year of the Bent Blade, 1376 Dale Reckoning, a civil war which has become known as the Queen's War, erupted between Count Zarono Senuspur, the Lord Protector of Old Port who claims dominion over all the isles of the Shrouded Archipelago, and his rival Ixpadia Sabuth who challenged him and lost the war. The Colony of Nebedzzos found itself at the center of the conflict. After the war, much was destroyed, and the Colony lay in near ruin and those who called it home found their livelihoods threatened.

During this time the colonists of Nebedzzos saw the rise of many new groups to power. First among them was the Transcendent Conclave, formed by a number of independent arcane scholars and affiliated groups on the 21st of Eleasis. Second among them was the Stygian Armada, who returned on the 22nd of Eleasis with their leader Antoine Trenada, who was awarded the titles of Duke and Lord of Ymph by Count Zarono Senuspur. Third among them was the Sons of Sabuth, formed on the 26th of Elient by the Admiral of Ixpadia Sabuth and the Conquerer of Ymph named Horton Grouse. Horton Grouse stood in defiance against Old Port and the new Duke and declared the Docks free and independent of their influence.

A second civil war then loomed over the colony, but after mediation by the Transcendent Conclave such an event was forestalled. At the time both Duke Antoine Trenada and Admiral Horton Grouse agreed to an informal truce. While the truce has stood so far, it has been tested again and again, and we now find ourselves once again standing upon the precipice of civil war.

With benevolent neutrality the Treaty of Nebedzzos has been drafted and shall become the defining law of the land. The Transcendent Conclave stands as its neutral enforcer. Let it be signed and agreed to before the eyes of all of Ymph and the many gods of its peoples. May it stand the test of time.

Article 1:  The Treaty of Nebedzzos Defined
1. The Treaty of Nebedzzos shall henceforth be considered a contractual agreement with defined responsibilities between the following core signatories:[LIST=a]
  • Duke Antoine Trenada and the Stygian Armada who shall be responsible for the enforcement of the Treaty within their respective areas of jurisdiction.
  • Admiral Horton Grouse and the Sons of Sabuth who shall be responsible for the enforcement of the Treaty within their respective areas of jurisdiction.
  • The Pentumverate and the Transcendent Conclave who shall be considered by the aforementioned signatories as a neutral third party whose primary responsibility is judgment over disputes regarding the Treaty of Nebedzzos.
2. In addition to the aforementioned signatories, the Treaty of Nebedzzos shall also be considered valid for individuals who are henceforth known as "respective allies" which shall include:[LIST=a]
  •  The Lords of the Dominion.
  •  Individuals who have publicly or privately pledged allegiance to the aforementioned parties.
  • Individuals or groups operating as third parties who carry out actions against the aforementioned parties of both Section One and Section Two of Article One on behalf of the same aforementioned parties.
Article 2:  Jurisdiction
1.   The core signatories of Article One and their respective allies shall hereby agree to the following areas of jurisdiction:[LIST=a]
  • The areas colloquially known as the Ziggurat, the Temple District, the Main Gate (with exception to the area beyond the bridge), and the Sewers (Drainage Pipes) below the Ziggurat and Temple District shall hereby be the defined territory of Duke Antoine Trenada, his Stygian Armada, and their respective allies.
  • The areas colloquially known as the Docks, the Inner Pier, the nearby surrounding reef, and the Sewers (Drainage Pipes) below the Docks shall hereby be the defined territory of Admiral Horton Grouse, his Sons of Sabuth, and their respective allies.
  • The areas colloquially known as the Floating Enclave, the Warden's District, and the Gobsquat shall hereby be neutral territory. No violence shall take place between the Sons of Sabuth, the Stygian Armada, and their respective allies within these areas. They shall be free to travel by the aforementioned in Article One, and shall serve as a place where disputes can be mediated and settled in a civilized manner as mediated by the Transcendent Conclave.
  •  All areas not mentioned here shall be defined as contested areas.
2.  All sides shall be allowed to enter each others jurisdictions, but shall be subject to local laws.

3.  Areas that are defined as contested shall be handled as follows:[LIST=a]
  •  A contested area is an area outside the jurisdiction of the Treaty of Nebedzzos.
  • As a result of this area being free from the restrictions of the Treaty, anything that happens there shall not be considered a breach of the Treaty.
Article 3:  Criminality
1.   The core signatories of Article One and their respective allies shall hereby agree to the laws of criminality:[LIST=a]
  •  An individual declared a criminal by one side need not fear being handed over for prosecution.
  •  An individual who breaks the Treaty of Nebedzzos shall be handed over to the aggrieved side to face judgment.
  •  Each territory may carry out justice as they deem fit.
  • When an individual is accused or suspected of breaking the Treaty of Nebedzzos, they shall have all citizenship rights and other legal protections temporarily revoked while under suspicion. They may be apprehended and held by whichever jurisdiction they are within while they are questioned by the Conclave to determine whether or not the Treaty has been violated.
Article 4:  Breaches of the Treaty
1. The core signatories of Article One and their respective allies shall hereby agree to uphold this treaty. Breaches of the Treaty shall be determined by the following:[LIST=a]
  • Refusing to sign or abide by the treaty. If one side refuses to sign or abide by the rules of the treaty, the Transcendent Conclave shall immediately end their neutrality and side with the offenders opposition.
  • Harboring individual(s) who have been declared as breakers of the Treaty of Nebedzzos. All sides shall agree to make this a criminal offense. Those who aid in harboring the criminal shall be handed over to the Transcendent Conclave to face judgment.
Article 5:  The Transcendent Conclave's Mediator Role
1. The Transcendent Conclave shall act as a mediator between those mentioned in Article One. To facilitate this mediation the Transcendent Conclave shall assist both sides in the following:[LIST=a]
  • The peaceful exchange of prisoners through mediation. This can include, but is not limited to, prisoner exchanges, facilitating ransom payments, meeting certain conditions, etc. During this period of mediation the prisoner(s) shall not be maimed or executed. Should mediation fail the imprisoned individual shall be subject to the laws of the respective jurisdiction in which they are imprisoned.
Article 6:  Modification of the Treaty
1. This Treaty may be amended if all core signatories of Article One agree.


The Pentumverate of the Transcendent Conclave:
RAZUL
Zyphaem Faussad
Thrask Morv
Chandra Vess
Bartemius Swaggle

Duke Antoine Trenada of the Stygian Armada:
Duke Antoine Trenada

Admiral Horton Grouse of the Sons of Sabuth:
Horton Grouse[/hide]

The Trenadan Code

The second major document is the Trenadan Code, which details the Laws of Duke Antoine Trenada's Duchy. The Trenadan Code is enforced by the Stygian Armada and the Loyalist Militia on the land of their jurisdiction as defined by the Treaty of Nebedzzos. A copy of the Code has been included here for reference:

 
[hide="The Trenadan Code"]
The Trenadan Code:
 
Laws of the Dominion
 
Marpenoth 16th, 1376 D.R
   
Criminal Conduct:

1: Resistance:
 
A subject found guilty of refusing a request of a member of the Stygian Armada such a submission to a search or attempting to flee arrest has committed Resistance. Common to      Low.
  • Common: Verbal taunting, verbal refusal.
  • Low: Willingly fleeing from a request.

2: Destruction:
A subject found guilty of wilfully damaging or attempting to damage wilfully the property of another person or organization has committed Destruction. Common to Low.
  • Common: Destruction of the property of a Subject.
  • Low: Destruction of the property of a Noble or Patrician.

3: Theft:
A subject found guilty of stealing from another person or      organization has committed theft. Common      to Low
  • Common: Theft of the belongings of a Subject.
  • Low: Theft of the belongings of a Noble or Patrician.

4: Assault:
A subject found to have bought harm to the person of another subject of the Dominion has committed assault. Low.

5: Wrongful Accusation & Slander:
A subject found to have wrongly accused a Patrician or Noble of the Dominion of a crime, or to have spread misinformation regarding them has committed Wrongful Accusation. Common to High.

  • Common: Misinformation spread pertaining to a Patrician of the Dominion.
  • Low: Criminal accusations against Patricians, all accusations against those of noble blood.
       

  • High: Accusations of treason against a member of the nobility.

6: Murder:
A subject found guilty of taking the life or planning to take the life of another has committed murder. Those slain in self defence are not counted under the murdered. High.

7: Persistent Criminal Conduct:
A subject arrested for three or more separate and distinct offences (minor or serious) has committed Persistent Criminal Conduct. High. (Sentence can be commuted to Branded Servitude)

     Treasonous Conduct:

1: High Treason:
A subject found guilty of planning or attempting to overthrow the good and rightful governance of the Dominion, or do harm to His Grace the Count and His Lordship Duke Trenada has committed High Treason. High. No trial received.

2: Treason:
A subject found to have been planning attempting to overthrow the      good government of the Dominion has committed Treason. High.

3: Treasonous Slander:
Those found guilty of committing slander against His Grace the Count or Duke Antoine Trenada has committed treason by means of slander. Low to High.

  • Low: The guilty has offended mildly, or merely in common talk.
  • High: The guilty has repeatedly and grievously harmed the reputation and names of His Grace and the Duke.
Of Punishment and Justice:
  • High Offence: If found guilty of a High Offence the prisoner shall lose his head atop the Ziggurat, and have it tarred atop the gates.
  • Low Offence: If found guilty of a Low offence, the guilty may suffer monetary fine (500 Ducats), imprisonment (within the Healing Touch Sanatorium if deemed to suffer from insanity) or Servitude.
  • Common Offence:   Those found guilty of Common Offences shall be subject to fine (100 Ducats) or imprisonment, in addition to restitution of stolen goods. Those who offend repeatedly shall be subject to the Brand of Servitude.
Appendices:

Of Patricians and the Nobility:

           Those found to having been perpetrating crimes against the virtuous Patricians of the Dominion will be subject to the Brand of Service in addition any punishment deemed just by the Stygian Armada.

     Those found to have sought to, or have bought harm to the personage of a member of the nobility shall be sentenced to death. Their carcasses shall be quartered, and their remained burned.

Of Halfbloods:

           The scars of Red Eleint run deep in our people. We have not forgotten the terror inflicted, nor he who sought to see us driven from these shores. As a result, any with the blood of the Orc flowing through their veins shall be subject to penalties fitting the crime above that which they have committed. Similarly, His Grace would not see his prisons befouled by their presence; they must take the Brand of Servitude in its stead.

Of the Brand of Servitude:

Persons that carry the Brand of Servitude are men and women whose moral deficiancies have caused them to become indentured to a subject of the Dominion. Their servitude is right and just under the law of His Grace is right and just under the moral laws which make up our society.

[/FONT][/COLOR]
Those Branded are required to yield the sum total of their labor towards any purpose set before them, and are indentured to the service of the Dominion or any agent it sells this labor to.
[/FONT][/COLOR]
However, no injustice will be permitted against those Branded save to compel their repayment of their crimes. To mistreat the Branded is to encourage criminality in the Dominion. To damage another's servant is to commit the crime of Destruction, while damaging one's own servant is punishable by a fine to the Dominion equal to the scope of the servant's injury.


We shall be a bastion of civilization. Only the savage force children to the mills. Therefore, children cannot be born into the Brand of Servitude. Those born to parents with the Brand are to be cared for, fed and provided ample bedding by their parent's owner. [/hide]

Status in the Duchy


Duke Antoine Trenada reigns supreme on the Isle of Ymph. Under him is his Ducal Court of Lords and Ladies, and under them are the Patrician class - an upper class that have proven themselves to the Duchy, and contribute to the wealth and prosperity of the realm. Patricians gain various privileges as a result.

The privileges of Patricianship include the ability to start their own guilds, rent property in the Dominion, own slaves, and more. Wares can be cheaper and Inn rooms, free.

One may rise in class by either donating a sizeable sum of gold to the coffers of the Dominion, or by doing great enough services to a Lord or Lady of the Ducal Court, or the Duke himself, that one is elevated to Patrician, or Peerage (Peerage, only in the case of doing services that greatly impress Duke Trenada).

All citizens of the realm are afforded the protection of the law under the Trenadan Code.

Below Patricians and Citizens are the Branded Servants, the details of which can be found in the Trenadan Code.

The Two Laws of the Docks

The only laws of the Docks are as follows, and are enforced by the Sons of Sabuth in their areas of jurisdiction as defined by the Treaty of Nebedzzos.[LIST=1]
  • No killing.
  • No slavery.
Politics

Section One, Figureheads

Count Zarono Senuspur

Count Zarono Senuspur is a descendent of Count Malcolm Senuspur, the leader of one of the four (or possibly five) original Houses of Old Port. Count Senuspur was not in the direct line for rulership of the Port, but due to Angelo Senuspur's apparent lack of heirs and following a recent coup; Zarono Senuspur came to power. With the assistance of the elite organization known as the Rubies, he rules in a climate of paranoia and fear. Terrible fates are guaranteed to those that would dare oppose him.

He is the current protector of Old Port and of Ymph through his inferior, Duke Antoine Trenada.

Duke Antoine Trenada

Duke Antoine Trenada: Formerly known to hold the rank of Commandant of the Stygian Armada, based out of Old Port, has firmly established his notoriety as an effective commander on the battlefield.  Commandant Trenada most notorious and successful campaigns included battles against the Orcan Tribes and Queen Ixpadia Sabuth’s forces.  In a famous speech known as “The Trenada Expedition”, Commandant Trenada elegantly relayed to a persuasive speech to the Colony’s beleaguered militia, who have battled ferociously against Orcan tribes.  True to his word, on our about Eleient 30th, 1375 DR the Commandant forces fought through massive hoards of beasts and reinforced the Colony’s militia resulting in victory.   After the successful military campaign against Queen Ixpadia Sabuth, House Sharboneth (who was the governing house of the Colony) was labeled as treasonous and disbanded.  Commandant Trenada was bestowed the title of Duke of the Dominion, and assumed responsibilities of government in addition to military, where he continues to serve this day.


[INDENT]The Stygian ArmadaThe Stygian Armada: Originally a mercenary organization from Old Port, it has long served as the military protectors of the formerly known Colony of Ymph.  Under the command and leadership of Duke Trenada, the Stygian Armada serves as the Law Enforcement, Military, and Governing organization for overseeing the Dominion. [/INDENT]

Queen Ixpadia SabuthQueen Ixpadia Sabuth: Originally a pirate of some note, who proclaimed herself to be the true heir to the Senuspur Throne.  Queen Sabuth claimed to be the descendant of a whore in service of the first Prince of Old Port, Prince Angelo Senuspur.  In her effort to assume the title through force, her forces were successful in assuming control and temporary governance over the Colony in the aftermath of Governor Zakarias Sharboneth’s surrender.  However her rule of the Colony was not held long, after the ire of the Count, General Drexia, and Commandant Trenada fell upon her.  After a serious of bloody battles, it was rumored she was captured by Drow on the eve of the General Drexia’s final push towards victory.  Subsequently, her forces collapsed and were defeated.    

Admiral Horton Grouse

Admiral Horton Grouse is the charismatic and unquestioned leader of the Sons of Sabuth and of the Docks District as a whole. He is well known to encourage public works to assist the people of the Docks, the most notable of these being the erection of the Church of Ilmater, funded mostly by his Sons of Sabuth. Having served in the Queen's War, rumours persist of Grouse's brutality in combat. This, wed with his paradigm of chaos and hardship and his qualities as a leader, make him one of the greatest and most unpredictable men of Ymph.
[INDENT]The Sons of Sabuth

The Sons of Sabuth are the head gang and major power of the Docks District. They are led by Admiral Horton Grouse, administered by Remery Crallet and are intimate with the Church of Ilmater. Their ranks seem to be a kind of diverse rabble, united by the collective will to fight for freedom, and oppose what they call Tyranny, in all forms. The Sons are known to hold their ideals well above themselves, and the number of them that have died fighting for freedom by throwing themselves against the Duchy continues to grow over time.
[/INDENT]The Pentumverate & Transcendent Conclave

The Pentumverate and Transcendent Conclave: This organization comprised of Arcanists and their respective consorts, is lead by the council of five, known as the Pentumverate.  These five are “One who cannot be named”, Bartemius Swaggle, Chandra Vess, Zyphaem Faussad, and Thrask Morv.  Subordinate to the Pentumverate is the Transcendent Conclave, who conducts a significant amount of research into the mysterious of Ymph.  The Transcendent Conclave has assumed the responsibilities of mediating and maintaining stability between the Duke’s Command and the vocal impoverished of the Docks.  

Section Two, The Truce

When the Duke attempted to take back the Docks as his rightful property, the gangs of the Dock rose up against the token force that was sent, and bested them. Admiral Horton Grouse declared that the Docks would be a sanctum for free men, and brought them under his protection. Following this, His Lordship Duke Antoine Trenada began a period of back and forth skirmishes between the Armada and the men of the Docks.

Eventually, both sides were weary of this conflict, and met in a three way parley between Horton Grouse, Duke Trenada, and the wise Oracle of the Transcendent Conclave.

It was agreed between them that there would be a Truce between the Duchy and the Docks. That the Conclave would serve as a buffer, and side against the aggressors of either entity.

This Truce was not perfect, and was broken numerous times by both sides over the period that it held. But it has shaped the Dominion's political climate ever since. Though it is now overshadowed by the negotiation of the Treaty of Nebedzzos. None the less, the events surrounding the establishment of the Truce are still a valuable point of reference for understanding the political climate of Nebedzzos.

Section Three, The Politics of the Duchy

The Duchy is ruled, ultimately, by Duke Antoine Trenada. He holds a Court of Lords that advises him and votes on matters of policy within the realm.

Duke Trenada’s politics are based on the idea that the entire Isle of Ymph is his property. Manifest destiny drives him, as he would very much like to expand his territory and conquer the natives of Ymph. Honor drives him, and to this day he has a standing challenge that any who desire to take his place may attempt to best him in a duel.

The past and present members of the Ducal Court are listed below:

Lord Albert Gull [Deceased][INDENT] Lord Gull was once a soldier under General Drexia during the Queen's War. He was well known on Ymph for building from scratch and leading a citizen's army known as the Black Hundred, in the name of Count Senuspur. This army was once in coalition with the Ironhelm Company and the Shrouded Isles Syndicate Library, but this relationship soon fell apart. It also, briefly, was the army of Lord Antonin D'Erlon.

Lord Gull and the Black Hundred were famous (or infamous) for the bloody march they led into the wildlands of Ymph to burn a sacred tree. The march yielded him the heads of two Stewards and through such: the title of Lord.

The involvement of the beastly Stargazer Bloodmage known as Orgeribbit in Lord Gull's ascendency is speculated by some. That Orgeribbit "sat on Gull's shoulder" during Gull's rise and enabled him to become what he did.

Lord Gull declared himself the "hand" of the Court. He expressed a focus on driving out treason and sedition within the Dominion, and began (before he died) what he called the "First Inquisition".

Following a patrol led by him (against the advice of the Transcendent Conclave) in retaliation to killings committed by a gang of the Docks District, and the setting up of a toll for passage through the region, he was attacked, abducted and then killed by the Sons of Sabuth, fighting to his death within their headquarters.
[/INDENT]Lord Alistair Harvix[INDENT] Lord Harvix, the Ducal Court's "great intellect" is the patriarch of one of the four noble houses exiled to Ymph that collaborated with Ixpadia Sabuth during the Queen's War. His House presents itself as one highly skilled in alchemical arts, a household of apothecaries. However, though this may be true, it is far more well known for dabbling in the dark arts. Lord Harvix himself is a magic user of unknown skill.

Lord Harvix's servants and labourers are often of undead nature, directed by living masters. Lord Harvix even once suggested that his undead could be used to combat the Nightrisers, prior to an impending invasion.

House Harvix has been known to prepurchase the cadavers of citizens, which are collected by retainers following their deaths. Lord Harvix has, in the past, been robbed of this kind of property by Stargazer Halflings.
[/INDENT] Lady Alize di Perugia [Deceased]
[INDENT]Initially a little known mercantile player, Lady Alize di Perugia rose to prominence abruptly and to much shock when she brought the corpse of Orgeribbit, the beastly Stargazer Bloodmage - otherwise known as the Toad - and presented it atop the Ziggurat.

She donated the entire 10,000 ducat bounty placed on Orgeribbit to the Velvet Mask Theatre; of which she was quickly made Proprietor. With this infrastructure and as a woman of service and nobility, she promises to bring cultural enrichment to the Dominion.

She was raised to peerage following the death of Lord Gull. However, sadly, she died fighting in an arena to an unknown woman.
[/INDENT]Lord Antonin D'Erlon [Deceased]
[INDENT]Lord Antonin D'Erlon was an heir of one of the four noble houses exiled to Ymph that collaborated with Ixpadia Sabuth during the Queen's War. The young man looked to redeem his family's name following an attempt by Lord Michel D'Erlon to secure the Ziggurat and name himself Regent of Ymph, just when Duke Antoine Trenada was about to arrive to claim his Isle. Lord Michel D'Erlon and his household were reportedly killed by a Ruby and a small company.

Lord Antonin D'Erlon climbed the ladders of status in the Duchy on the bones of the wildlings. He slew Yekal, an extremely violent and dangerous Stargazer Halfling, and opposed both the Stewards and the beastly Stargazer Bloodmage known as Orgeribbit. Though rumours abound of him having friendly contact with the beast.

He was to build a keep in the Southern Bog and tame the region, gaining the then Captain Gull and the Black Hundred as his own army, but this was not to be. Lord D'Erlon was abducted from just outside of the Stygian Citadel by Orgeribbit. He was then cooked into pies by the beast and then eaten by members of the Colony that went to praise and feast with Orgeribbit in the wilds.
[/INDENT]Lord Braedon Ironmantle [Deceased]
[INDENT]Lord Braedon Ironmantle was a holy warrior and the leader of the Reformed Numinous Order of the Brethren Votarient, Men of the Three. He rose to Lordhood following an incident in which a number of the Order were sent to die in the Old Port Arena for killing a necromancer [and Patrician] of the Duchy. He was to bring true justice in the eyes of the Gods to bear on the Duchy, and did so until his and his remaining mens' deaths at the hands of the wildlings of Ymph.
[/INDENT]Lord Edward Gravenheart[INDENT]Lord Gravenheart is the Scion of Siamorphe that tends to the Chapel of the Divine Right and services the upper echelons of Ducal society with the guidance and blessings of Siamorphe.
[/INDENT]Lord Esteban Delberon [Deceased]
[INDENT]Lord Esteban Delberon was a short lived Lord of the Duchy, who had led a relatively successful mercantile House. His death saddened many, as his promises to build a more glorious and wealthy Colony were choked away in his fatal services to the Duchy.
[/INDENT]Lord Gerald Durjure[INDENT] Lord Durjure, the "quill" of the Ducal Court, is the patriarch of one of the four noble houses exiled to Ymph that collaborated with Ixpadia Sabuth during the Queen's War. His House is altruistic, and rewards those that spend their time serving the people charitably. Consequently, he is much loved by the people of the Duchy.

Lord Durjure opposes the slave trade in all forms, and has offered protection within his personal estate to the people of the Duchy in times of crisis.

Unfortunately, Lord Durjure seems to suffer from a mysterious ailment of some kind that requires him to be attended to much of the time.

It was at his request that the Tome of the Isle be penned, and he has offered enormous support to the Tome's creation, for which we of the Shrouded Isles Syndicate thank him.
[/INDENT]Lady Sarah Reyer
[INDENT]Lady Sarah Reyer began her life on Ymph as a mercenary seeking employment. She met a dwarven merchant by the name of Tolinus Ironhelm, who hired her.

The company grew quickly with her persistence and hard work, and she joined the Ironhelm Company with the Black Hundred and Syndicate Library briefly in the Coalition between the three organisations - before it fell apart.

However, tragedy struck, and Tolinus Ironhelm was robbed by Docksmen. Tolinus, enraged and saddened by this robbery, retired to Fellhammer Hold and by some accounts died. Regardless, he had served a good purpose for the Dominion, and Lady Reyer, by helping her to establish the Ironhelm Company. She was its Commander from then on.

With the Ironhelm Company's contributions to the Dominion, and their number bound by fealty to serve the Duchy, Commander Sarah Reyer became Lady Sarah Reyer.

Lady Reyer and the Ironhelm Company primarily focus on trade and mercenary work. Their activities revolve around getting more and more people into paying work for the good of themselves and the Dominion. She offers banners prestige for serving under her, and Patricianship to those that earn it under her.
[/INDENT]Lord Joseph Stenton[INDENT] Lord Stenton is the patriarch of one of the four noble houses exiled to Ymph that collaborated with Ixpadia Sabuth during the Queen's War.

Lord Stenton’s politics derive from the view that the lower class are just that, the lower class. His House is known to do the lion’s share of the slave trade in the Dominion, and those who enter his House as servants must submit utterly to his rule.

He is known to support the breaking of the natives of this Isle so that he might breathe new life into the slave trade.

His son, Dhamien Stenton, to the shame of Lord Stenton, joined the Sons of Sabuth following the Queen's War.
[/INDENT]Section Three. The Politics of the Docks

The Docks may be seen as a place of anarchy by citizens of the Dominion, but that is not the truth. The gangs of the Docks have united to form a militia force to repel any external threats that might infringe upon their freedom. It is said that one must live on their wits to flourish in the Docks, and that is mostly true.

The Sons of Sabuth are the leading gang in the Docks. While the political structure of the Docks is very loose, it does exist in that each gang acts to do what is best for them, and the Sons of Sabuth oversee that this benefits the Docks as a whole.

Admiral Horton Grouse is the charismatic figure that united the Docks under the banner of the Sons. His motives are unclear, other than that he hopes to one day rescue Ixpadia Sabuth from the Drow of Traensyr. Currently he is seen as a much beloved figure, especially after opening the coffers of the Sons to build the temple to Ilmater, led by one of his top advisors, Father Michael the Pauper. He encourages all within the Docks to take on projects that will better the life of the people in the Docks.

The other gangs of the Docks are often focused on particular trades or groupings, and universally focused on survival. Many have risen and fallen, but those included below have thus far stood the test of time.

The Merchants' Guild[INDENT]The Merchants' Guild is a     conglomeration of merchants. Together, they pool resources for     guards in order to protect all of their businesses from looters and     criminals.
[/INDENT]The Longshoremen[INDENT] The common man's gang of the     Docks, and the largest of them all, the Longshoremen focus primarily     on surviving and feeding their families.
[/INDENT]The Fishmongers[INDENT] Responsible for the fishing     fleets of the Docks, this relatively small gang has large influence     in the district.
[/INDENT]The Freemen[INDENT] Pale-skinned men reportedly hailing     from the Underdark city of Sanctuary, they are an extreme and     insular gang; and are very well respected within the Docks.
[/INDENT]The Barrow Wights[INDENT] A collection of social outcasts     even by the standards of the Docks District, the Barrow Wights make     their turf by the graveyard. They are amongst the least respected of     the major gangs.
[/INDENT]The Flogged Back Gangsters[INDENT] A surly group of hard gangsters that claim turf almost in the centre of the most dangerous part of the Docks, the menacing alleys known as the Narrows.
[/INDENT]The Bozworks[INDENT] An enigmatic but industrious factory known as the Bozworks stands, heavily guarded, by the sewer entrance in the Docks.
[/INDENT]The Reef Damsels[INDENT]A violent gang comprised of only women, once accused of being spies and agents of Count Senuspur by members of the Sewer Rats gang. They were well known for their feud with the Sewer Rats.
[/INDENT]The Sewer Rats [Deceased][INDENT]A gang of sewer-dwellers, now burnt to death. They were well known for their feud with the Reef Damsels.
[/INDENT]The Laddermen[INDENT]The Laddermen are a bold new organisation within the Docks, professing to be a volunteer fire brigade.
[/INDENT]The Iron Nails[INDENT]The Iron Nails are known to oppose the Sons of Sabuth.
[/INDENT]Section Four, The Politics of the Transcendent Conclave

The Transcendent Conclave is on the record as desiring peace between the Docks and the Duchy at all costs. While the primary focus of the Conclave is researching the Netherese ruins and artifacts, they believe that such cannot be done if civilization beneath them is in a state of constant aggression. Distrusted by both sides for being mages, and the perceived ruthlessness and amorality of their more radical members, the Conclave ensures its survival by making certain that neither the Docks or the Dominion will ever grow powerful enough to crush the other.

The politics of the Pentumverate involve making certain the Truce is upheld. Little else is known of these mysterious figures and their views.

domare

8. Religion

Section One of this chapter was written by Andrew Underwood and edited by Tomas Ridgeway. Section Two and Section Three were written by Tomas Ridgeway.

The Author must disclose that he is a member of the Black Parish. He has, however, taken steps so that this does not affect his writing.

Section One, Religious Organizations


Within the Dominion, there exist three main religious organizations - The Pallid Mask, The Black Parish and The Dreamers. While not all religious individuals are members of the three, they are the most influential and organized religious communities.

The Black Parish [1]

In opposition to the Pallid Mask, the Black Parish was formed for those who wish to worship deities that are considered Evil. It is intended to provide assistance to those who find themselves persecuted for their religious view.

The Parish believes that while neither Good nor Evil are natural to the Material Plane, all men are forced to find a place on the spectrum. Therefore Evil is as valid a choice as Good. Their goal is to create a society in which one can openly worship an Evil god without unlawful threats to their being.

While the Parish has a formal leader, known as the Champion, and a spiritual leader, known as the Bishop, they are otherwise loosely organized by faith. One notable division is the Vaunted Disciples, worshippers of Velsharoon. This particular sect is responsible for the formation of the Parish, and remains influential.

The Disciples of the Pallid Mask [2]

Residing in the Ziggurat Mausoleum, the Pallid Mask constitutes the largest association of paladins and other holy warriors in the Dominion. Although individuals may have their individual patrons, the organization is overwhelmingly devoted to Kelemvor, and follows his Dogma. They are lead by one known as the Forgotten Templar, who delivers to them the overarching goals, but does not offer instruction on daily conduct.

Perhaps best known for their destruction of necromantic artifacts and unending battle with the Nightrisers, the Pallid Mask also actively works against necromancers, seeking to put an end to their practices. They aim to free the souls that they believe are imprisoned when a necromancer animates.

The Pallid Mask believes that undeath brings about a pain so great that it trumps all else. Therefore, by reason of utility, they may kill a necromancer while acting for the Greater Good. By the same token, they would protest the animation of undead to save the lives of the living.

The Dreamers [3]

The Dreamers do not worship gods. Rather, they worship the phenomenon known as the Mist. They claim that the Mist induces in them divine precognition, in the form of dreams. Mystics interpret these dreams in order to see the future.

Originally from Old Port, the Dreamers' Chapterhouse in the Ziggurat was founded by a Mystic known as Father Tullius. As Mist worship has been declared unlawful and punishable by death in Old Port, Father Tullius seeks to create a refuge, where Dreamers may live under the more lenient jurisdiction in place on Ymph.

The Dreamers await the arrival of the Chosen Sleeper - A prophet who will bring the Dreamers to a golden age. In anticipation they have constructed the Receptacle of the Chosen Sleeper, in which their prophet will commune with the Mist.

The Numinous Order of Brethren Votarient, Men of the Three [4]

The Order is presumed to be as old as its calender, according to which, this is the 1714th solar year of Faerun. Its early history is little known and what is known is not entirely reliable, as it is, when even available, conveyed by secondary documents based on oral accounts passed through the ages.

The Numinous Order of Brethren Votarient, Men of the Three was a congregation of devotees of the Triad, the prophets who lead them, and the gendarmes who protect them and their ideals. The Triad is typically known as the envisioned unison of Torm the Loyal Fury, Ilmater the Weeping God, and Tyr the Maimed God.

The Order's worship of these three deities, and their additional worship of Helm, is atypical. To the Numinous Order, these deities are known as Torm-Arisen-from-the-Lake, Ilmater the Dead, and Tyr the Unbroken. Collectively, they are the Three. Helm is known as the Dreamer. These variations are likely the result of the isolation of the Order, and its prophetic clergy who allegedly received visions and epiphanies from the Three and the Dreamer, Helm.

In the history of Old Port, they have been said to be responsible for slaying the Orc hordes that were united under a Warlord known as Mok'garn, sometimes better known as Ironjaw.

In recent history, they came to the Colony following the first battles against the orcs of Red Eleint and established their headquarters, the Cloister, in the Temple District of Nebedzzos.

Following the Battle of the Bogs, their numbers were laid to waste, and those that remained were thought to have fled into the Mountains of Mist. [5]

The Numinous Order was later reformed by Braedon Ironmantle, who would go on to become a Lord of the Duchy. The Reformed Numinous Order used Blackhearth Keep as a base whilst they patrolled Ymph. There was some controversy surrounding them following the Reformed Order's involvement in the death of a Necromancer and Patrician. Those that aided in the Patrician's death were transported to Old Port to fight in the Arena there as gladiators; transmuted into Orcs for a reenactment of Red Eleint. This was despite an attempt by a number of Sons of Sabuth, and others, to free these gladiators before they boarded a ship to Old Port. Almost all of those that fought in the Arena perished. Only a few survived the brutal battle and in so doing, won their freedom.

Despite its losses, the Reformed Numinous Order lived on. Braedon Ironmantle was made a Lord of the Duchy a short time after this event to ensure that the Ducal lands would know true justice.

Lord Ironmantle and what remained of the Numinous Order later fell against the wildlings of Ymph, rendering the Numinous Order of Brethren Votarient, Men of the Three, broken once more.


Section Two, Temples and Churches

In the Dominion, there exist a number of maintained Temples and Churches; which unlike religious organizations, tend to worship one deity exclusively.

The Duchy

Courthouse [Temple of Amaunator]

Whilst not technically a temple, this building was once a temple of Amaunator, and now serves as a Courthouse for the Colony. Some ancient ornamentation still remains: paintings, statues and the like; and it sports a throne, benches, and a symbol of Tyr.

Eumond Hamuramos, a member of the Clergy of Tyr who says he was rescued from the depths of the earth, probably from Sanctuary, says he has taken an important part in the founding of the city and the construction of the penal system. His Lord, Tyr, teaches that it is with the guidance of Laws and with the Balance of Punishment and Reward upon our actions that we may achieve Grandeur within this world.

He says that supporting Him is supporting a society where both the strong and the weak shall be protected by laws and the administration of punishment shall be done based on the principles of Tyr's Justice, which are incorruptible.

The Hallway of Hope

The Hallway of Hope is a chamber within the Duchy Residences that contains shrines to Selune the Moonmaiden, Mystra the Mother of All Magic, and Milil the Lord of Songs.

Temple of Jannath

The temple of Jannath can be identified by its overgrown appearance. Inside is a cool and pleasant environment, where moss and greenery charms the senses. The pathway splits a beautiful, crystal blue pool of water and leads to an open area on the other side. The sound of trickling water echoes gently in the background from the fountains that feed the pool.

A large statue of Jannath stands opposite the door at the end of the pathway, carefully chiseled in the form of a large woman covered by a thick moss-like mantle and holding an oaken staff.

The keeper of this Temple is Mother Oggla, a Pastoral and caretaker of the land of Chauntea, who says she has rediscovered the roots of the goddess of the land upon the soil of this ruinous city. Mother Oggla wishes to bring the precepts of the Grain Goddess to the land and make sure the city co-exists with nature and the wilds in order to ensure the survival of both.

The Temple focuses on growing impressive flora and developing strong bonds with nature in order to survive in these unfamiliar lands. They believe we must embrace and explore the resources that the wilds offer to us and help them to strive and in return, these plants and resources will help us to strive... creating a self-repeating circle that will grant sustainable stepping stones for civilization.

The Church also wishes to promote the values of rejuvination. To rejuvinate the wild and to strengthen our bonds with it. They wish to favour agriculture and the harvest of plants that can both feed us and help the city achieve greater independence as we develop a mutualistic relation with the plants and with nature.

Plants, harvest and growth should be favoured so we favour any development that is indicative of both plantlife growth, spiritual and even societal growth. They wish to advocate for a greater link with nature and to make sure that nature and its bounty is well respected and not overharvested in the greed of the common man.

Temple of Jergal

The temple of Jergal is a desolate building, with a great deal of old tomes and rubble lying about. Inside, a large statue depicts a wizened old mummy with bulbous burnt amber placed into its eye sockets.

Lotheri of the Sanq family is here, he thinks he was once a caretaker of the faith of Jergal, but his memory has faded over the long time he has spent in servitude to Jergal as one of the living dead. Much of what he knew in life is gone due to his unliving labours.

The Blood Hovel [Shrine of Targus]

The building known as the Blood Hovel is in a great state of disrepair, though signs of recent use are obvious. The leftovers of sacrifice, consumed by rats and other carrion-feeders, cover the ground. The same leftovers surround a Sacrificial Urn, filled with blood, that sits upon a platform in front of a statue of Targus. The statue appears as a powerful, rugged-looking scarred giant with five blades attached to its back and a strange tentacus insignia engraved in its torso.

A stone tablet reads:[INDENT]"Shrine of Targus

- Pay your respect to the God of War.
- Bring the blood of your enemies as offerings to Targus.
- Let us revel in warfare for war makes everyone stronger."
[/INDENT]It is said that the god, Garagos is Targus reborn.

The Chapel of the Divine Right [Shrine of Siamorphe]

The Chapel of the Divine Right is a well tended temple, without the rubble or ruin of the others in the District. It is here that Scion Edward Gravenheart of Siamorphe spreads the teachings and blessings of his goddess. Siamorphe teaches that only the most holy and respected caste of man should lead, as they have this destiny within their blood. This caste should be guided by the faithfuls of Siamorphe. The Chapel serves this purpose.

The attention and guidance of Siamorphe is only offered to those of noble blood or to the Patrician caste of the Colony. Normal citizens do not receive any services from the Chapel of the Divine Right. The temple interior is adorned with a holy altar and statue of Siamorphe, as well as a large number of banners.

The Docks

The Church of Ilmater

The Church of Ilmater has a growing influence in the Docks; gaining great support following the influx of refugees from Old Port after the Queen's War. This support has come in the form of faith from the people of the Docks, and coin from the Sons of Sabuth. The Church's efforts go to aiding the poor of the District.

Father Michael the Pauper is the leader of the Ilmater Church in the Docks District, and is openly affiliated with the Sons of Sabuth. He says that the Admiral Grouse is a saintly man with a strong heart, given to a just cause; and that it was his and his mens' contributions alone that built the temple to Ilmater in the Docks District.

He says that the best way to aid the Church is to become known for kindness to the people of the Docks. Be the force of charity that this world so sorely lacks, and confront those who would do harm to the innocent. Bear their pain as your own, and stand tall while being kind. To do such things is to become a beacon of hope in dark times.

The Ocean's Cathedral [Shrine of Umberlee]

Little more than a cliffside cave, the Ocean's Cathedral is a small oceanic sanctum. However, the size of the Shrine does nothing to convey the influence the Church of Umberlee has over the Docks District. Umberlee is highly respected and honored in the Docks, despite word of harsh ceremonial drownings. The Church says that the Bitch Queen rules the seas that separate the "miserable islands of dotted dirt" and that we are therefore in the Bitch Queen's domain.

Worshippers come to prostrate themselves in the hope that Umberlee will spare them of her fury in the storms to come.


References:

Information provided by Religious Leaders: Mother Oggla, Lothari Sanq, Scion Edward Gravenheart of Siamorphe, Father Michael the Pauper and Korgan Maelnusk.

Other information was obtained at the sites.



Section Three, Other Beliefs

There are other paradigms that are unique to the Shrouded Isles and its denizens.

Beliefs of the Stargazers

[See Chapter 6. Fauna and Bestiary]

Mist Venerators

[See Chapter 10. Legends, Folklore and Unsolved Mysteries]


References

[1] Information provided by the Author, Andrew Underwood.

[2] Information provided by Kelly Davis, member of the Pallid Mask.

[3] Information provided by Father Tullius, Mystic of the Dreamers.

[4] A Succinct Survey and History of the Numinous Order of Brethren Votarient, Men of the Three by Guillaume Dumaresq, Footman of the Order and Devotee of the Three

[5] The University Index

domare

9. Poems, Plays, Songs and Bardic Legacies

The Isle of Ymph has a unique blending of peoples that produce a variety of cultural works. Featured are some representative artists and their works.

Alize di Perugia

Lady Alize di Perugia was once a little known mercantile player, running the Sembian's Smile Company. That was before her more recent successes. She reportedly slew Orgeribbit, the reaction of universal surprise to this is perhaps best summed up by this quote:[INDENT]"All the king's horses and all the king's men and all it took was a woman with a spear." - Halas Garrut
[/INDENT]The heroine donated the ten thousand ducat bounty directly to the Velvet Mask Theatre, and has since been named its proprietor, promising as a champion and minor noble of the land to bring the Duchy a new age of culture.



Bailey Bhonn

Whilst not herself a poet, Bailey Bhonn is a veritable cultural phenomenon and a regular muse for many an artist on Ymph. A butcher's daughter, Bailey was kicked out of home at an early age and learned to fend for herself. In addition to her mild beauty, the kind of "forbidden attractiveness" that surrounds her can be explained by her spunky attitude, cruel cunning, worship of Beshaba, subtle nature and the paranoia that she inspires. Everyone wants the bad girl.

Below are some of the poems inspired by her, some authors apparently wishing to remain anonymous.

QuoteTo my sweet blushing Bhonn Bhonn
A confession of love, written by Jean-Marie Castellano

To my sweet blushing Bhonn Bhonn,
How I dreamt of you all night long!
Thou art much like a swan,
Who does well to turn me on!

Your aim is precise,
It makes men think twice!
Your speech is concise,
Leaving all the more to entice!

Your thigh gives me a high,
It makes many men want to try!
Now don't be shy,
For I will apply!

I shall give you a dress,
For you shall be a noblesse!
You will bathe in great success,
Of which I will caress!

Your wiles are arresting,
Leaving no time for protesting!
Many women would be investing,
But I am requesting!

For my beauty is exalted,
I shan't keep it vaulted!
It leaves many women quite halted,
Wishing they could all be assaulted!

Now don't be rushing,
That would be crushing!
For you will be blushing,
While I am gushing!

Now come, and enjoy a bottle of Jean-Marie,
Under a night most starry,
We will enjoy a plate of calamari,
And neither of us shall be sorry.

I confess my love for you now,
If only you would allow!
I am willing to vow,
And offer an evening of wow!

QuoteI saw her first!
You gawk out of thirst!
I challenge you to this game.

My name is Polo Quettory!
I shall throw you in fettery!
I now demand your name.

Unless you are a coward!
By which you shall be devoured!
This fight will be far from tame.

QuoteBailey Bhonn's a crocodile with bloodlust in her eyes,
And I'm her wounded antelope, bleeting with surprise.
As she waddles towards me, in my heart I feel a rise.
I'll be between her jaws, an allegory for her thighs.

Bailey is a silent monk atop a misty peak.
In her mind she hopes to find the answers she does seek.
I am her enlightenment; not meant for the weak,
Entering her sudden as the ocean takes the creek.

Half-pants is a war hero, praised for death and slaughter.
Look at what I'm writing here; this is someone's daughter!
Many with their spears and phallic weaponry have fought her,
But I alone will be the one who will have finally got her.

QuoteMy mama told me...
Women gonna come an women gonna go,
Jus as sure as da winds gonna blow,
Before ya tell em dat ya love em so...
Ya better shop around!

Quote“The Defense of Dear Bhonn”

Such a fine thing adorn,
These ruinous walls.
On this rainy Ymph morn,
Sweet prose deck thy halls.

Of love and lusts’ mire,
This tale I will tell.
Bailey Bhonn, mans’ desire.
And down these men fell.

For we know she is cunning,
And stealthy and sly,
Quite utterly stunning!
Yet these men tell a lie.

For while they believe
She has taken their seed.
I tell you the truth.
Reversed is the deed.

As she wiggles in bed sweet words she shall say.
Deceptively reach men where no appendage ought stray.
A brutal contortion of the quick, lusty lay.
Ends an ill-fated tryst of emasculating dismay.

These men may disclaim
That my words do ring true.
Find fact in their shame,
As honest men must do.

For the task they have failed,
And Bhonn wins a-gain.
Another heart has derailed,
Whilst their arse is in pain.

For them shed no tear,
Just heed my wary tones.
Not love her but fear,
Lest she plunder your ‘stones’!

~Love,
Albran Alsante

QuoteBy God you are fools!
She is much like a ghoul!
You fall for a woman who is rather cruel.

To fight for a girl,
Just for a one night twirl,
Makes me want to hurl!

So give it a rest!
You won't go near her breast!
Now cease before you leave possessed.

For you both need to get a life!
Thy desperation is rife!
None of you shall ever find a wife.

QuoteMy Gift to Dear Bhonn
A sonnet of true love, written by Jean-Marie Castellano

In my bonny study at the Old Port,
A claim at my door leaves notice of love,
I read aloud with affection of court,
A smile admits pleasure found thereof.

Interesting how words most outrageous,
Turn torn women into fetching noblesse,
My devotion is pure yet contagious,
Now let the men observe our rare finess.

My words make you immortal among men,
This is my finest gift to you, amen.

QuoteMy One and Only
A sonnet of contemplated love, written by Jean-Marie Castellano

My lady wears that of a peasant rat,
Her garment is of a bland sickly black,
Many men might say that she needs some fat,
Some might even claim that she is a brat.

She can be vulgar and of lower class,
Her trade on behalf of desperate man,
Unlike many she will happily sass,
Gentlemen might find themselves in a can.

Despite her flaws she is to me an art,
She need not proper class to win my heart.
Clan Fellhammer Chants [1]

Quote[This section of the chapter contains a publication marking of Sava Haun of the Shrouded Isle Syndicate Library. Additionally, a small inscription with an inked replica of the seal of Clan Fellhammer reads: "May the knowledge of mine kin be kept safe and with Moradin's will, be shared to all of thee son's and daughters of his allies."]
Clan Fellhammer, specifically Kulthor Durgrim, first born of Argrim, grandson of Argor Axebiter, great grandson of Dorgrim Hammerhand, great great grandson of Dargrim Firebrand, noble blood of clan Fellhammer. Protector, defender and Lord of Fellhammer Hold, Thane of thee Golden Alliance... has gifted the Dominion with transcriptions of these chants, as a token of goodwill.

Quote~The following is a rune chant was historically used by three Runecasters of Clan Fellhammer, during their acts of expanding territory:

Runes for leaving, runes for change,
Fairing forth to a land thats strange,
Runes of winging, runes of wind,
To see ye to successful end.

A journey safe that cannot fail
With runes to guide and protect from hail.
Runes to keep ye from thee cold
To step upon ye pathway bold

Ye shall not come to harm, nor drown
But in new lands settle down
Rest once done and build warm hearth
Gain and gift in a goodly garth.
[/I]
Quote~The following is a very old Dwarven nursery rhyme that was historically communicated to younglings of Adbar:

A kinsman went a'marketing, he bought a bag of coal.
He took it to his forge to feed thee fire and his goal.
He smelted out some nails and he pounded out a mold,
And fixed the door of a neighbor's house to keep away thee cold.

A kinsman was a'ferrieing, he made a little shoe.
He made it just the perfect size, at seventeen two
He took it to his pony and he gave thee shoe for free,
And then got back to work so he could make thee other three.

A Kinsman went a'marketing, he bought a lump of clay.
He took it home and molded it and rolled it half the day.
He baked it in thee kiln and out came a little jug,
And in it kept the finest beer that ever filled a mug.
[/I]
Quote~The following is the war chant of thee Iron Guard at the battle of Un-numbered Tears:

Time rolls on in thee great halls below,
Hammer strikes, metals glow.
Anvil sings to summon kings.

Flesh and mail,
Fire and hail,
Hark our tale.

Ware thee clamor, fear our might.
Lead us to battle, thy enemy in sight.
Unbroken glories to bespoken stories.

First for glory,
then for pride,
battle with honor,
to do or die.
Quote~Enclosed is a Dwarven chant that is rarely heard by non-Dwarven blood. It is often sung at thee boar feasts, before thee day of wedlock:

The Elven lasses have long legs,
Hoo ha, hoo ha!
Though Elven lasses have long legs,
When a dwarf's between 'em then they begs.
Ho hoo hah hey!

The Elven ladies sing so fine,
Hoo ha, hoo ha!
Since Elven ladies sing so fine,
Dwarves prefer their taste to wine.
Ho hoo hah hey!

The Gnomish girls are short and stout,
Hoo ha, hoo ha!
Though Gnomish girls are short and stout,
A dwarf can always wear them out.
Ho hoo hah hey!

The Human babes have chests like kegs,
Hoo ha, hoo ha!
Though Human babes have chests like kegs,
A dwarf can drain 'em to the dregs.
Ho hoo hah hey!

A Hobbit wench cooks very hot,
Hoo ha, hoo ha!
A Hobbit wench cooks very hot,
Once a dwarf finds her proper pot.
Ho hoo hah hey!
[/I]
Quote~Enclosed is a sonnet, told to Lord Durgrim, first born of Argrim, by his mother as a youngling. This sonnet has been passed down by his ancestors, which he provided to the public as a gift:

Skalf Fellhammer, short in size, in courage towered high.
Unto thee lair of Graug he stepped, nay fear lest he should die.
Fortune blessed him with her kiss, for thus thee beast it slept.
Over thee gold and rainbow stone, thee youngest Dwarf he crept.
Thee bones of men of virtue high lay scattered where they fell,
for honour had they meath their death, did noble lives they sell.
For many centuries had thee dragon lain upon its cache.
Little did thy dread wyrm dream that it had met its match.
In his hand thee young Dwarf bore an ancient runic blade.
Upon the open neck of Graug, the deepest cut it made.
In the cavern did it rain a shower of gem and gold,
as ancient beast formed dance of death, slain by thy Dwarf so bold.
Dragonslayer and his kin did city lay their claim.
In Karak Adbar to this day do Clan Fellhammer remain.
To seek a fortune, risking death a small toll must you pay.
But fare ye strong in courage then to Adbar make your way.
[/I]
Quote~Enclosed is a chant provided by Lord Jarl Fellhammer, which has been passed down to his ancestors:

In caverns so deep, and lairs ice cold,
in halls that will keep, their secrets of old,
a dwarf did forge rings, from bright magic gold,
thee shine â€" mythril things, and charms untold.

Great dwarven gifts, of power â€" rune light,
And only thee dwarf knew, of coming Saeth might.
So with all haste, were sent to noble lords hands,
And let not time waste, deep in dwarf lands.

Thee dwarf-smith he won, gifts to Lord Jarl and his kin,
With power of only one, thee runes gave might of ten.
And in this Thanes Hall, they drove a valiant pact,
To be Moradin's maul, and thus they would act.

This evil was born, in black and the mist,
Of God and great Giant, from dark-things did tryst.
A blood-wight found, of fire was it made,
Of Ysgard power bound, to Adbar was it bade.

Thee Ettin brought blight, to village and town,
Though many would fight, all would be thrown down.
Draught it would make, from souls it would steal,
The bodies it would take, for blood was its meal.

Lord Jarl was strong, like Moradin was wise,
Gathered his throng, and planned a surprise.
Past evening in night, would kill in battle,
This Giant in Twilight, to Hell’s lands nay tattle.

With axe and with hammer, they move to attack,
but with a banes fear, drove Lord Jarl and his kin back.
The Giants charms wrought, of ice and ire,
The Ettin had bought, its time in spell fire.

“I am of Stronskor, and Ice-Giant kin!
Of blood magic born, you can not win!”
Thee blood-wights hand, drew saeth charms in air.
And thee faith of thy warband, was crushed and laid bare.

But thee rings they shone bright, in the dark of this charm,
And from golden dwarf light, were delivered from harm.
“A pox on ye Giant! A curse on ye head!
Thy charms lay broken, and soon you’ll lie dead!”

Thee creature it laughed, its croon was like death,
“I’ll fell you this day, and drink your last breath!”
With brandished spear, the Ettin did stalk,
He smirked and he jeered, there attacks he did balk!

And Lord Jarl did not give, though was drove to a ledge,
and though he’d not live, would cut with runic axe edge.
Thee giant, it gored, with chasms cold wind,
The two titans roared, and refused to bend.

Thee two tested steel, and strength â€" Beast against Lord,
But thee giant would kneel, only with one accord.
Thee giants strife, was silenced with thee kill.
But Lord Jarl lost his life, and bled onto the hill.

Thee body of Jarl, was placed on a shrine,
And by thee Honor guard, all looked upon as divine.
Thee hearts of these kin, rose with their Lord,
With axe and body flaming, went to peaceful Dwarfhold.

Lord Jarl did rise, from shadow and shade,
To Moradin’s great Hall, was this warrior Lord bade.
His story now told, thee runes now risted,
In Dwarfhome song bold, his deeds they are listed.
Emile de Rochefort [2]

The following editor's note, given in the cited text, details what is known of Emile de Rochefort.

Editor's Note:

It is believed that this tragedy, apparantly penned in the midst of the Stygian Hoplite Adrastos Praxes' conflict with the Stargazers of our Isle, was intended to serve as propaganda in order to win the favour of Tertrach Burkden and the hoplite himself. As to the writer, no mention of de Rochefort in any of the Colony's records are forthcoming, save for a report from the Disciples of the Pallid Mask who have informed me that the unfortunate troubador came to them claiming to have been driven mad by a particularly nasty bout of syphilis. In due course and dulled by the opium poppy, M. de Rochefort died in mid Eleasis- although when the Priests examined the body to determine cause of death, 'his' genitals were found to be entirely missing. The corpse was burned a few days later.

A. Tyrell.
Scholar


Quote
The Praxate Cycle
By the noted playwrite Emile de Rochefort

Dramatis Personae:

Aldraxos Praxes, a Stygian Hoplite.

Grand Larson Burkden, his mentor.

Lady Neeshu Stargazer, a foul Stargazer werecat-warlord

Governor Zakarias Sharboneth, ruler of the Ymphian Colony

Chorus

 
 
Act I
 
Our hero begins in the Stygian Stronghold upon the Ymphian Colony. It is the eve of the Stygian Armada’s invasion of the Starwood, and Hoplite Praxes has been called to the personal rooms of his mentor and friend, Grand Larson Burkden. Enter Chrous.
 
  Chorus: Good Praxes! The Starwood stands in defiance of our most noble Armada, and our people cry in anguish! What sayeth the Tetrarch of our noble task?
 
  Enters Hoplite Praxes, chest bare and gleaming and wearing loose fitting trousers in Stygian colours. Ensure that actor is muscled, gleaming with sweat and is exemplar of humanity.
 
  Praxes: Our beloved Tetrarch speaketh of the war, and I listen. Depart for the Starwood anon, and await glorious battle! I shall return to my lord, and listen to the wisdom at his feet, and sup upon his strength. Depart, friends, blades drawn!
 
  Exit chorus.
 
  Burkden: Sweet Praxes, you have come!
 
  The men embrace.
 
  Praxes: Aye, Lord, my sword and heart with me. What say you of the battle to come?
 
  Burkden: A perilous foe awaits thee in the Starwood. The Countess Neeshu Stargazer!
 
  The crowd gasp.
 
  Praxes: What perilous a foe!
 
  Burkden: Aye, sweet man, and a great cat of legend! Come closer, and sup of my wisdom for the night’s end, until the bitter sun crests over the horizon.
 
  The men embrace, end of Act I.
 
 
Act II

 It is nightfall, and our hero Praxes paces his tent. A grim gaze is set darkly into his chiseled face, his sheathed blade still covered in dried Stargazer blood. As the slit to his tent opens, he leaps forward with a snarl and pins the entering stranger, who is revealed to be a dirt-faced child. The child quivers as Praxes levels his blade at the child’s throat.

Praxes: Speak quick, little wasp, or the feel sting of my blade in your flesh. Why have you come this night into my tent?

Child: My lord Praxes, I have come bearing news most grave! I pray, my lord, that it shall not send me to the self-same place.

Grudgingly, Praxes releases the messenger boy.

Praxes: We have all lost friends this day; your tongue could bring me no revelation iller than that my eyes have already gazed on.

Child: Would that be so, my lord! For my revelation is grave indeed; I fear to tell it.

Praxes: Spit your words, jack-a-nape, or I will give you a revelation of naked steel!

Child: Aie! The Tetrarch, my lord! Engaged in combat with the foul Lady Neeshu Stargazer, he was bested by low cunning and cutlassery! He now lay naked and beaten, on the verge of Kelemvor’s gentle kiss.

With a fearsome cry, Praxes heaves his blade into the ground before sinking to his knees with a look of utter anguish. The child, his eyes full of fear, runs out of the tent.


Praxes: Cruel Tymora, thou art fickle! I give my victory this day to you a thousand times, but that I might have gentle Burdken by my side once more! How cheap is victory, when the cost is my heart, my soul? I am finished! We are finished!

Praxes gazes at his embedded blade longingly. He pulls it from the ground, heaving it in the air and positioning it above his chest. He makes for the killing blow, but stops suddenly. In another fit of rage, he tosses the blade aside.


Praxes: No! If I am to suffer loss, then the Stargazer shall suffer one even greater! Their forest will burn, and their women will cry for mercy, but their only mercy will be cold steel. They will beg for the sweet kiss of Kelemvor, but they will find a much fouler embrace: THE KISS OF ADRASTOS PRAXES.
                   
 
 
 
Act III

   Once more, we are in the Starwood. The Lady Neeshu Stargazer stands over the defeated corpse of Grand Larson Burkden. She smiles terribly. Enter Chorus:
 
  Chorus: Alas! We weep for gentle Burkden, sweet Praxes and our Isle that burns! The Stwarood lieth aflame, and Burkden defeated at the feet of the Lady Stargazer? Whom shall free our Isle Ymph from this dread scourge?
 
  Stargazer: Burkden, gentle Burkden! You lie defeated at my feet! Now thou must assuredly consent to mine offer of marriage!
 
  Burkden: Never, thou foul harpy! Never shall my father’s inheritance fall into thine accursed hands.
 
  Stargazer shrieks a laugh. Enter Praxes.
 
  Chorus: It is brave Praxes!
 
  Praxes: Enough, foul harlot! Let us end this quarrel, you and I- and sweet steel ‘twixt us.
 
  The Lady cackles.
 
  Stargazer: Hah! I fear neither steel nor you, Praxes! You shall fall before me as thine Lord, and gentle Burkden shall lie with me by the eve’s end- and our union shall be blessed.
 
  Praxes lets out a roar of rage, and thunders towards the Lady Stargazer. They fight. She grazes the man’s arm.
 
  Praxes: Ah! A flesh wound, bitter as the claws which bit them. I shall end this, foul temptress!
 
  Praxes deals the Lady Stargazer a foul wound. She screams, then collapses. Praxes goes to kneel beside Burkden, before falling himself.
 
  Praxes: Ah! Foul poison dost claim me!
 
  Burkden: Sweet Praxes! Gentle Praxes! Praxes, beloved above all else! Nay, nay! Say you live!
 
  Praxes goes limp in Burkden’s arms.
 
  Burkden: Sweet Praxes! Let me make thee immortal with a kiss!
 
  Burkden kisses Praxes upon the forehead, the cheek and then the mouth. He begins to weep softly, head upon the fallen man’s chest.
 
  Chorus: Cruel fate, that pluck’d the greatest of us upon the hour of his triumph. Na’er shall we forget the Tragedy of Hoplite Praxes, and na’er again shalt the foul Lady Stargazer threaten us so! Let all remember the sacrifice of sweet Praxes, freshly remembered in their cups the eve of his fall!
 
  The cast get up, bow, and promptly flee the stage.
Fleur Fetterye [The Flower of the Docks] [3] [4]

A young woman of the Docks famous for her beauty, her extreme political views, her words and her martyrdom for the cause of freedom. She was a poetand singer known as the Flower of the Docks, and fittingly advocated what is almost genocide of Old Port; her hatred for Count Senuspur purportedly unparalleled.

She used her vocal talents for rabble rousing, and was a member of the Sons of Sabuthsomewhat involved in diplomacy. But her fate was sealed when she involved herself in a raid the Sons of Sabuth attempted on the Stygian Docks to free prisoners being sent to Old Port. She was taken as a gladiator and transmuted into an orc to reenact the battle of Red Eleint - alongside those she was to save - in the brutal Old Port Arena. She, and almost all of the others, died there.

QuoteThe Ballad of the Lost Queen

No blade of grass grew and birds sang no more.
No joy or laughter where waves washed the shore.
Gone all the answers, lost all we acquired.
Gone was the hope that life would go on.

No fragrant springtime and no autumn, gold.
No summer nor winter, her heart would grow cold.
Dreams that we lived for, all had to go.
Gone with a dawn that she'd never know.

When we were younger, Toril was free.
When we were children, benign was the sea.
Flowers were blooming, trees straight and tall;
The sky was blue when we were small!

We've shattered Old Port and we've taken these Docks.
We've spilt the blood of foul sharks on these rocks!
But the Queen far below us in darkness is curled.
Without you and me, it's the end of the world.

Now we are older, Toril is chained.
Now they make sure that their rule is maintained.
Flowers are dying, trees droop and fall.
The sky is obscured by a sheer, ashen wall.

The Queen may be lost, but we still grow old.
And all's left to fight for, our hearts are all bold!
Dreams that we lived for now all return.
Now we are certain that Old Port will burn.

Now blades of grass grow and birds sing for spite,
Cause there's no shark living that we fear to fight!
Now joy and laughter rise over the waves,
For the Sons of Sabuth will free all the slaves!
QuoteThey Can Have Their Little Hill

They can have their little hill,
Beyond the sheer stone walls.
No matter what they will,
Their tyrant city falls.

They can have their little hill,
Apart from you and I.
We'll drink our rightful fill
Because we know that they will die.

They can have their little hill,
Until we drive them out.
The waters then will still,
And the Blue Sharks all will rout.

They can have their little hill,
Until we come for it.
The Sons will slash and kill,
And Blue Shark corpses will be lit.
QuoteThe Siege of Old Port

Old Port stands across the sea, the palace blocking out the sky. They quiver there in tyranny, watching our boats and whispering: “Why?”

We blockade them, seal them in; their people riot in the din. Chaos makes the waves to swell, and Old Port is dragged to a deeper hell.

The plans are made, the Queen descends; onto the Port and then she rends the armies of the Count in twain and only the Palace does remain.

[BATTLECRY]

"Stand up straight upon your feet, dispel the chill with inner heat. Raise your voice against the night, shatter the silence: Scream and fight!

Storm the bastions with steel and fire, ascend the steeple upon the spire! Hate the lies that you’ve been fed, and awaken your soul from its restful bed.

Breach the walls and silence the choir, cast all idols into the fire. Slay the Rubies, kill the Count; whatever the losses, whatever amount!"


We fight and fight, oh valiantly; we scream “You shall all be free!” The slaves of Old Port fill with hope, but the Drow emerge with chains and rope.

They fight with evil powers, cruel, and we are taken for the fools. The Queen is captured, our men route. The battle's done, there's no way out.

The Drow rally the Old Port scums with the beating of their drums. With slaving notions in their hearts, their morale is up -- we're torn apart.

Good men die or slip away, we seem lost in the dwindling fray... But WAIT: a sliver of men arise, and then strike back to great surprise!

“What is this?” the Count asks with fear. “Who are they, what are they doing here?”

“My lord, I do not know enough. But look at them fight, they're immensely tough!”

“That one there, my lord, I think is Horton Grouse. And that one, Edward Raubin... that sneaky little mouse!”

We cleave the masses of evil apart, freeing men and warming hearts. We turn the tide and burn the Port, but the victory is very short.

Old Port rallies with numberless hordes: Sharks, Rubies, Drow and Lords: The Queensmen left do kill their share, but it was time they were leaving there.

Sharboneth had betrayed us, the Sharks' foul banner shone, Greywood was slain and Ixpadia's reign was gone.

But her men yet lived, and landed here one eve. We saw good peoples in these Docks, and lost freedoms to retrieve.

We rose up as The Sons, and brought the Stygians a fight. We lit the torch of freedom on a dark and misty night.

And here we stand today, unwilling to be ended. And while we still live on, forever freedom is defended!
QuoteShe Will Return

From the barracks to pirate ports,
To the conquest of tyrants' courts,
From all of her deeds you will learn...
Why we know that She Will Return.

From battles and blood-filled seas,
To the Governor's sobbing pleas,
From the freedom of slaves did we learn,
And smiled as She Did Return.

From the heat of battle, high,
To a broken, arrow-filled sky,
From the seas of Old Port that churn,
We know that She Did Return.

From fighting evil and malice,
To the heart of the Count's deadly palace,
From Sharboneth's cowardly turn,
Know that She Did Not Return.

From the burning shores of Old Port,
To the Count's decimated Court,
From the sharks that for our blood, yearn...
Know that We DID Return.

From the womb of her gold heart,
To the Docks of which we are part,
From the captured Queen that we mourn:
We, the Sons of Sabuth, were born.

From the humid darkness below,
To the spires of blood and black snow,
From drow cities where black fires burn,
We know that She Will Return.
QuoteThere Is No Creature Here I Fear

There is no creature here I fear
All beasts I’ll meet with a grin or sneer
There are no giants, gods nor the undead
That can fill my heart with any dread.

There is no probable future or secret past
There is no pain that can ever last
I will face misfortune and happenstance
And give Tymora's smile a chance.
QuoteA Letter from Freedom

Older than old, I am that which you cannot imagine: but only feel in your bones. I am centuries of slavery and decades of pain, simmering in the ashes of your hearts - between the iron - years of degradation rising to claim its stake.

My people have been diminished, their blood infected with the greases of automatons, their minds warped by greedy consumption as the bearers of their prosperity die in cages. But I am here, Gods damn you! I am in the Docks! Breathing the air of hated, pissed-on peoples, ones the noble charlatans damn as frivolous pests with notions of some mere political misunderstanding!

There they are: poets, still, even in this world of slavery and tyranny. They still sing and dance in that style you’ve surpassed - like it were childish - but you have not forgotten.

Listen now, knowing that nothing of your world can even dream of comparing to their turmoil and temperance; know that your most profound poets cannot approach them, unless you draw from my veins, rejuvenating yourselves with a virility that none of your "civilization" can compare to... this is what you should seek.

I was once among you, with those trillion seedlings of renewal when your home was young again for the first time in decades, perhaps centuries - before the sharks got hungry: I can compare, see what you are now, and what they are, and from where each of you came from.

And I tell you: the things you consider profound are nothing compared to their poetry, for their language was birthed in suffering and shaped, over many hardships, to speak of an existence â€" my existence â€" which none of you can accept.

In the Docklands there are no manners, no cultured pleasantires or pretenses, and no formal attire to distract you from the emptiness on your mountain of ruin - nothing but substance, speaking in a clear and honest voice. Can you understand it?

Of course not. Your civilization is one you are a benefactor of. And though you understand that order is only ever as good as the perception thereof... you think you will gain from it in the short term. But you don't know me. You don't see that your civilisation is one that is in decline... Though it is still not quite dead.

Return to your fine wines and obedient slaves. Return to your cold chambers and colder bedrooms. Return to your paradise in a cage, where they sell dreams to the sleeping, if you wish...

Or... wake up. Live your dreams. Court me, dance and sing with me in that way you once knew before your heart was filled with iron... before the sharks came.

Who am I, you ask? If only you knew...
Patrician Iteyal Sah-Halir [5]

Patrician Iteyal Sah-Halir was a somewhat restless minor noble of the Duchy, who was involved in scuffles from time to time. He claimed to be a novelist of sorts, though this is the only cultural work of his that has surfaced.

QuoteBook One: The Bloody Shadow

In the back-narrows of Waterdeep, amongst the whispers and stories told. One name sends chills down the spines of those who reside there, "The Bloody Shadow".

The shadow, according to folklore, was formerly a man of power, outcast from the society he loved by rebels. From loosing all his wealth and power, he went mad. Eventually he became so crazed, he scraped what he could together and purchased an axe. It was with this axe that he went on a killing spree.

The rebels who dropped him from power, and sought to weaken the society he once loved, he stalked. He followed them and watched, waiting.

One day, the ringleader of the rebels was standing at the steps of the place the shadow once called home. He spoke his falsehoods, and spoke how his reign would help the people who gathered to listen. And the shadow could no longer watch, he acted, Stepping from his hiding place with one cleave he beheaded the rebel, and fled.

Many chased him, but he slipped away. After that others attempted to take over, but the shadow always returned and they suffered the same fate.

The shadow became over time, a spirit, a man of anger and rage a killer incarnate, but no proof was found. However, some say that he still lingers. Ever watchful. And if you attempt to destroy the society like the rebel leader did. The last sounds you hear will be the wind rush of his axe, for the shadow knows no mercy.
Sah'rdi'nii of the Trout Totem Tribe [6]

Sah'rdi'nii of the Trout Totem Tribe, otherwise known as Mighty Trout or Trout Brother, is a Stargazer Halfling known for exchanging stories. This is one such story, of his home island.

Quote
Sah'rdi'nii's Island

On Sah'rdi'nii's island lived a few totem tribes. They were not hunters, like other Stargazer tribes. They were fishers. And one of the totem tribes, the Mackerele totem, was always lazy.

When you fish, you often need to change spots. But the Mackerele totem tribe did not. They were lazy. They were always at the same spot by the seaside. Every day and every night.

And so one night when they were laying on the sand, sleeping and bloated from the catch, sea-sharks came out from the sea.

They stole the catch, and all the Mackerele totem tribe were taken under the sea, never to be seen again. But the sea-sharks became lazy too. The came to the same spot every day, looking for weak prey, lazy prey, bloated prey.

And so, their scent was caught by the Jackal totem. The Jackal totem prepared a snare, a pile of a big catch. They left it at the shore, so the sea-sharks came one night and feasted on the catch. And the sea-sharks, in a moment, were no more. They were devoured by the Jackals.

The Jackals thought it was a good spot for the catch. If they left snares, like the one before, more Sharks would come, and they would have more feasting. So each night, they laid a pile of a catch. Sharks continued to come, each night, and they were devoured again and again. But the Jackal's hunger grew, and grew. So each night, they left a bigger pile, than the earlier night.

One night, they left a pile of catch so big, with such a strong smell, that it drew a Leviathan out of the seas. Its gigantic maws snapped, and devoured half of the island. This is why Sah'rdi'nii's island has the shape of crescent.
The Amazing Waldo Vickle [7]

The Amazing Waldo Vickle is an exuberant and eccentric gnome of the Golden Alliance, who shares his equally amazing work with us.

Quote
The Northern Raider's Anthem

Down on this island, far from the snow,
Fell mages above, great evils below,
But we'll face ev'ry danger, and show it no fear,
Then repair to our halls for a song and much beer!

(CHORUS)
So come down a glass,
Grab a plate o'roast boar,
Join in our chant,
Or get you a whore!
One more down the hatch
Thank the gods we're alive
And we'll boast and make merry,
'til the first morning light!

Cannibal Flayers,
And great roarin' beasts,
Know they'll be just a prelude
To our victory feast!
And when done standing tall, lads,
On a mountain of orcs,
Well it's time to down blades, boys,
And pick up your forks!

(CHORUS)

Aye, we know, to stay sharp,
Every warrior needs,
Time away from his armour,
For meat, wenches an' mead!
So revel in these pleasures!
Have a gluttonous night!
For the sun it shall rise soon.
and come morning, we fight!

(CHORUS)



References:


[1] Book: Dwarven Chants

[2] The Praxate Cycle

[3] Famous Faces of the Colony: Volume One, Docks Dwellers

[4] The Sons of Sabuth

[5] Fairytales of the Realms by Patrician Iteyal Sah-Halir

[6] Fairytales of Ymph II - Sah'rdi'nii's Island

[7] Works of the Amazing Waldo Vickle

Songs of Sanctuary
[/SIZE]
A minority of citizens in Nebedzzos have ascended from the Underdark city of Sanctuary to escape the perils of the deep. They settled into the early Colony with ease, and brought with them a rich, mixing pot culture. Here are the cultural works that were brought up with them. Unfortunately, little is known about the authors of these works.

Henrick Hammerhand [1]

QuoteDER DRINKING HORN

Deep below ve stand united by need und from vithin dis town ve fight our fall
So hold high your drinking horns mine friends
Be merry, be mellow, und joyous all

Oh all der gold dat ever mine had mine happily spent it vith my dvarfen kin
Dependable, solid und faithful true none may match dese steadfast few

Und all de songs dat ever mine sung vell received dey vere, by carefree hin
Nimble, sage, und sunny dey be der hearts are bigger in size by three

Und of der riddles mine tried to unlock vell-learned gnomes, dey spoke der key
Logical, rational, und very astute librarian minds dat are most acute

Und all der so very bright human lives, have to mine been naught but good company
Passionate, feeling, und of varied outlook each writ different as pages from un book

Und artistic beauty mine has seen done by elves images frozen in mine memory's hall
Sensitive, unchanging, und ephemeral seeming
Like der vision from der immortal mind dreaming

Und of stony perseverence der many other races I speak
Intolerance, brutality, und bigotry you face yet you carry on vith courage und grace

Deep below ve stand united by need und from vithin dis town ve fight our fall
So hold high your drinking horns my friends
Be merry, be mellow, und joyous all

Be merry, be mellow, und joyous all
QuoteDER ROTHE

Der rothe, der rothe
der glorious beast.
Und stoic goot friend,
und a tasty feast!

It is a vondrous thing der rothe.
It can fetch, play dead,
und can carry us bothe--
or you can lead it on a string!

Der rothe, der rothe,
der glorious beast.
Und stoic goot friend,
und a tasty feast!

Der duergar from der deep below,
call it und shaggy pet.
Und surely dey must know--
on dis mine vould place und bet!

Der rothe, der rothe,
der glorious beast.
Und stoic goot friend,
und a tasty feast!

So tell your papa
just vhere a rothe can be got.
Und if he is rich he vill buy you vone--
but den again maybe not!
QuoteBATTLE SONG OF SANCTUARY

Vith a ho and a hey, off to der battle ve go!
Farevell to der lasses und by-your-leave to der lords. Off to der battle ve go!
Gootbye to der sprog und gootbye to der spawn. Off to de battle ve go!

Sharpen your steel und rewrap your maces.
Off to der battle ve go!
To kill un drow und lay low der beasties.
Off to der battle ve go!
To find your goot name und lay claim your courage.
Off to der battle ve go!

Though ve may fall und die, ve vill defend our loved homes. Off to battle we go!
For clan, kith, and kin, ve spit into death's face. Off to der battle ve go!
Stronger by far, our spirits indominatable.
Off to der battle ve go!

JA! Vith a ho und a hey, und a hey und a ho, off to der battle ve go!
QuoteVERMIN

Far, far below
und under der streets.
Und lycanthropic foe,
stealthily creeps.

Five enter deep,
through grime und muck.
Passed drip und seep,
to find der luck.

Skitter-skat,
skitter-skat
Enchanted blades snicker,
hammers splat.

Rabid foes,
furry blight.
Bloody pools,
entrails bright.

Sharp under foot,
choking gases here und dere.
Firey flame und soot,
monstrous rats of 'vere'.

Und after der foes all fall,
der magic might all vasted.
Five return to tornbeard hall,
der battle lust all sated.
QuoteMOVING ON

Companions dat ve cherish, are alvays der vones to leave us
Und spirits of strength der first to pass avay
Nasty und merciless death how often it bereaves us
Of all dat made joy life's most darkest day

Ve stand und vatch der deep und vinding river to hear der echoes of und creaking slip
Dat bears der loved vones from us forever on und divine und magical trip

Mine friends know dat der kin's hearts ache from der recent lost ve have sustained
Vaves of sorrow ve feel from death's boat's vake
und drowning are ve, our present thoughts pained

Cruel fate has come und tried to break our clan
transporting our lost brothers un very great distance
But ve must carry on-- both voman und managementund our sorrowed vills must seek der resistance

Vith der vaters having taken our kin back to creation dem having shucked off der mortal coil
Dey vould vant us to hold heads high und carry on our calloused hands vorking der stoneâ€"blackened vith soil

In knowledge ve must be secure, dat ve vill all meet again
Und to der even hand of death, ve must be forgiving
Some day in der future, ve vill reunite in der halls of Moradin
but for now remember strong--- dat life ist for der living
Grulpo [2][3]

QuoteOde to Green

Green
Not Mean
Always Clean
QuoteOde to Sergeant Greyward

Greyward
So Nice
Best Friend
And Lover
QuoteOde to Sanctuary

Stones, to Throw, to Kill
Outside, be slave
Inside, always clean mess
Not enough food
But better
QuoteOde to the Drow

Like Whips
And Spiders
Angry, when
Grulpo
Eat
Spider
QuoteOde to Adventurers

Mean to Grulpo
But Buy Stones
Someday
Eat Face
Cage Strong
QuoteOde to Gobbler

Saw
One time
Behind Wall
With Rat
QuoteOde to Nose

Nose, so good
Gives Treasures
So Sweet
And tasty
QuoteOde to Cyrus

Once was halfling
Make good drinks
Not let Bocho eat Grulpo
Then there was sad
For dwarfies came, and chopped up Cyrus
Make big mess
Much sad was had!
But wait, there be big magics
Maybe, just maybe, Cyrus come back?
QuoteOde to Temrariel

Is Nasty Drow-Lich
With Stinky Fingers
Grulpo Have Stinky Fingers Too
But no one want Grulpo fingers
Grulpo's fingers find secrets in Grulpo
QuoteOde to Cookie

Fat and lazy dwarf
Not want run errands
Not pay Grulpo, just adventurers
Someday Jafar Find
Hear beard-hair in pie
QuoteOde to the Captain

Big scary duergar
Real Tough
Lots mercenaries
But when sitted
Feets swing above ground
Too poor for new chair?
QuoteOde to Sheriff Walters

So short, so fat
Please don't let him
Eat Grulpo
With nice fire-lichen chili
QuoteOde to Officer Barkely

Some day Grulpo maybe see
Barkely move from chair
On that day Grulpo will be scared
Of big important Spellguard Officer
But not yet
QuoteOde to Ivlysar

Skinny Elf
Likes Painting
Poor Ivlysar
Misses surface, and mostly
Misses his lover
Frederick
Jon Jovem [4]

QuoteThis book was scribed by the famous Bard, Jon Jovem in the time that he was not fighting dangerous creatures or saving fragile maidens from the claws of evil.

This book is dedicated to Mr. Arto Jarrina, who stimulated and encouraged me to do it, to my very special friend Ruby Cannonball (always a source of inspiration) and is also dedicated to my closest friends (they know who they are).
QuoteThe Little Halfling Against the Giant

Once upon a time there was a little halfling. Here you may say that this is obvious, all the halflings are little! But here I must say that this halfling was so little that he was little amongst the little ones. He was really little!

That halfling that was known by the name of Guapo Melllagrion, was walking through a road in a dark cave of Sanctuary when he spotted a mighty and huge giant. Here you may say that I'm being obvious again because everybody knows that all the giants are huge. Well, here I must say again that this giant was so huge that he was huge amongst the huge ones.

The giant, whose name was Ug Maintecaptus, was walking in the opposite direction of our little Guapo, singing a stupid and nonsense song about birds and candles and didn't notice the little one. And what about Gruapo? You should ask, what did he do? Well, the little one became frozen by the fear, he really didn't know what to do.

So Guapo started to think, “Well, I must run away from him. But this is not the clever thing to do since one hundred of my steps make just one step of him. No, run away is not a good option here.”, “Well, I must try to be quiet and hide, I am very good at hiding and maybe he didn't notice me. But what if he did notice me and is just pretending he didn't? No, to hide is not a good option here.”, “Well, I must try to fall on my knees and beg for mercy. But what if the giant has an evil heart and just smiles and smashes me like a little worm? No, beg for mercy is not a good option also.”

At this time Ug, who really didn't notice the little Guapo, lifted up his foot and, with just one step, crosses over the head of the little halfling and continued to walk like nothing ever had happened, singing his stupid song about birds and candles. The little halfling all sweat by the fear, took a deep breath and, by its turn, continued his walk too.

Moral Lesson #1: To think is always the best solution at any situation.

Moral Lesson #2: Giants that sing songs about birds and candles are very stupid and don't care very much about little ones.

Moral Lesson #3: What a lucky halfling!
QuoteThe Two Mighty Warriors

Once upon a time there was a city in which two mighty warriors lived, one at the east side while the other at the west side, respectively.

The first warrior was a dwarf and his named was Globulus BrancusHammer. He had the strength of ten men and the will of a lion, and just at the sight of his dark eyes, the hearts of valorous men could simply stop beating. He had an axe, a two bladed axe in fact, and he was very proud of his iron shield. He was the best warrior that a dwarf could be.

The second warrior was a half-orc known and called by his name (of course storyteller): Juca Mahliboo. That one had the size of a bull and the agility of a cat, and there was little people living in his wide chest. He had a bastard sword which size were equal to three men, one above each other shoulders. He was the best warrior that a half-orc could be.

Some day, at this city, was announced a tournament that will give a prize to the best warrior of the town. All the warrior from the east, which are feared of Globulus, avoided to inscribe themselves at the tournament. All the warrior from the west side of town, which are feared of Juca, avoided to inscribe themselves at the tournament. So the tournament became reduced to just one fight of the two mighty warriors.

The people were divided: half of the population thought that the dwarf would win, the other half thought in the opposite way, the orc had all the conditions to win. All the people went to the City Arena at the day of the match. All the people! No one could miss the fight.

But in that day, one goblin army that was aware of the match took advantage of the situation, closed the doors of the Arena with all the people of the City in, and burned the building that catch on fire killing all, including the two mighty warriors.

Moral Lesson #1: Someone has to be alert, always. The goblins could show up and the things could get ugly.

Moral Lesson #2: Cast fire on a warrior and he will die, with or without armor.

Moral Lesson #3: You'll never know who would win the fight.
QuoteThe Meeting

Once upon a time there was a meeting of people of all races in one attempt to fortify the bonds of friendship and also to exchange experiences and new technologies. There were Humans, Elves, Dwarves, Gnomes, Halflings, Orcs and even Kobold. They all were there!

In that meeting everyone could have a little taste and sample about the others gastronomy, fashion, way of living etc. It was a great party!

In one corner of the meeting, and that's all I want to talk about since the beginning of the Tale, there were a gnome (Lubrico Saltinhand), an elf (My'lhitlian Swen'soares) and one Orc (Grumos Urdh). And these guys were talking about the accomplishments of their own people, starting from the gnome:

- Gentlemen, you see, my people is so developed at engineering that we have created a machine that digs the earth upwards so one can get to the surface.
- Wow! It digs till the surface? (asked the elf). The Orc poked his nose.
- Well (said the gnome), not till the surface, but almost there!
The elf nodded with enthusiasm and said:
- Well, now it's my turn! My people, which is a real pretty people, composed a song that is capable to calm down even the furious beast!
- Wow! The song is capable to calm down even a Red Dragon? (asked the gnome).
The Orc spits.
- Well (said the elf), our village's bard almost calmed down the Red Dragon, before got eaten.
- I suppose so! (said the gnome with a sly smile). And how about your people, my dear Orc friend, what did your people do?
The Orc scratched his head, thought a little bit and said, triumphant:
- Well, at my tribe all the ladies have three breasts!
Three breasts? (asked together the gnome and the elf).
- Well, they just have two, in fact, but two is almost three, isn't it? (said the Orc, victorious).

Moral Lesson #1: Almost is just almost, is not “there”, it will never be “there”

Moral Lesson #2: This was a pretty intelligent Orc, huh?
References


[1] Songs from the Deep: A Collection of Henrick Hammerhand's Original Music

[2] Poetry by Grulpo, Volume I

[3] Poetry by Grulpo, Volume II

[4] Jon Jovem's "Not So Happy" Tales

domare

10. Legends, Folklore and Unsolved Mysteries:

Mysteries of Ymph[/b]

Perhaps one of the most pervasive that persists today is the history of this Island.  The most prevalent theory pertaining to the history of this island, is known to scholars as Garlin’s Selection Theory: Sentient Determinism.  Within this theory, is it debated that his island was originally a penal colony to the Netherese empire ages ago.  Moreover, this theory hypothesizes that violent and dangerous prisoners from across the realms, where teleported and incarcerated on this island.  At some point in history, prisoners fought and unleashed all manner of torments upon one another. Factions of prisoners within the ancient prisoner colony were formed, yet still linger in undead after the fall of the Netherese Empire. [1]  

Seemingly still today, the Ziggurat continues to “randomly target” individuals and teleports them to this island.  The late Headmaster Asdon Garlin’s relays within his Selection Theory of Sentient Determinism that “there is a being (or group there of) that is actively choosing what people are drawn here by this power. While I could offer several possibilities, the number of prisoners and beings that benefit from our presence here is too great for me to make any reasonable claim about the responsible party at this time. All I can say is that several things want us to be here, and until we confront them and their mysteries we will yet remain.”[1]

Nightrisers[/b]

Some researchers have speculated that Nightrisers used to serve as oath bound defenders of the Netherese Penal Colony.  These Nightrisers were created in the age of the Netherese, by an infamous necromancer by the name of Porenius, or more commonly, “Po”.  Nightrisers are a specialized type of undead that have great regenerative abilities, but are rendered powerless and broken when exposed to sunlight.  It has been documented that these Nightrisers are sentient undead, who have some difficulties communicating with the living.  It is deduced that the main objective of these Nightrisers is to guard the ruins and keep the Prisoners in check.  Scholars and researchers alike, hypothesize that the Nightriser’s dedication to their main objective is why they seek our absolute destruction.  Additionally, some researchers have suggested that the Nightrisers are a force that maintains a powerful prisoner “H'bala” incarcerated and isolated from freedom of movement upon this island (discussed in further detail later within this product). [1]

QuoteSolemn 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.

Darkening[/b]

As was previously suggested, the Nightrisers are adversely affected by sunlight.  We have seen documented accounts of many Nightrisers being destroyed by being in direct contact with sunlight.  Researchers with the former University, currently Shrouded Isle Syndicate Library furthered what was known about “The Darkening”.

The Darkening is enacted by an ancient ritual that will turn day into an Eternal Night, allowing the Nightrisers to roam freely. It is believed that the one conducting the ritual is an vampire mage of some power named Barakat Djaernus, a seemingly insane leftover from the Netherese empire that believes he can ascend to godhood once the islands are covered in darkness. [2]  

Although much pertaining to the internal working of the ancient ritual remains a secret, it is theorized that the Darkening may have once actually been in effect to bolster the effectiveness of the Nightriser guard force.  Yet, there is little information of evidentiary value the supports or refutes this theory. [2]

H'bala[/b]

A particular Netherese prisoner of most terrible power that remains on this island, is known as in common as H’bala.  Many stories abound these lands of many individuals (most notably sailors) where were driven mad by the visions of a “beautiful woman” who is trapped within a tower.  These individuals, at great risk to their safety, hungrily seek “the key” and this “tower” to free this trapped woman. [3]  

Evidentiary information has recently been uncovered in the form of historically written notes that relays maddened thoughts of many of these individuals.  These written notes relay that these individuals can hear the voice of this woman, combined by the visions of her beauty, and lust to see her freed.  Based upon this uncovered evidentiary valued information, many scholars and wizards have speculated that the determination of these individuals to find the key and tower, despite the great risk to their own lives, would be consistent with a powerful enchantment or Geas.  [3]

The Mist [/b]

A persistent mystery among talk of the citizens of the Dominion pertain to the Mist.  There are many theories pertaining to what the Mist is, however there is one common element to them all: It is â€"not- a natural phenomenon.  It is understood that this Mist is feared my many, yet venerated by some.   This research article lists the three most credible theories pertaining to the Mist:

It is retribution by a Deity for transgressions: This theory was first made known by Mystic Borean Ravendourn of the Exiled Dreamers.  According to Mystic Ravendourn, the Mist that encased Old Port was the result of the “Phenomenon’s” wrath upon the nobles of Old Port for their transgressions against those who believe in the Mist.  Moreover, Father Tullius of the Dreamers has verbally relayed that the Great Shrouding was caused by the lack of attention and worship towards the Mist If this is not corrected, the Great Shrouding could return.  Subsequent scholarly documentation pertaining to the Mist has said that it was so thick and mysterious, that ships destined for Old Port were known to have completely missed the Island without ever laying sight upon it.  Others relay that the Mist was responsible for the significant amount of wrecks that litter the waters.  Others yet, see visions of phantom beings within the Mist.  [4][5][6][7]

The Mist is a living breathing and feeding entity: According to many of the Dreamers, the Mist is a being that needs to move, breathe, and feed like any other.  This theory is supported by historical and sinister research documents obtained from a lair of a Yuan-Ti creature.  This creature relayed within its research notes, the Archipelago Mist responds to human emotions such as envy, love, and pride.  The Mist was lured to Old Port based upon the significant emotions felt by those who reside or die there.  [4][5][6][7]

The Mist is the result of still powerful undead Netherese Wizards, such as H’Bala: It is interesting to note some of the commonalities between what is known of the incarcerated Netherese Wizard H’Bala and the Phenomenon known as the Mist.  Through many taverns are talks of Sailors who have obtained visions of a beautiful woman, who is trapped in a Tower somewhere in the Archipelago.  These Sailors were known to be driven mad through their lust for the woman and there steadfast determination of searching for numbered stones to see her freed.  Reports of Sailors throwing themselves overboard ships, swimming miles through shark infested waters, to arrive on Orc and Feline ridden shores in search for these stones.  Even to this day, accounts are obtained of individuals (particularly males) are driven insane by visions of this woman as they are directed to find these mysterious numbered stones.    In comparison, the Mist was for similar delusional affects as well.  For instance, journaling by the late Benjamin Winderhem relayed that the Mist caused men to lose their wits resulting in men going insane, suffering strange dreams, or wandering off aimlessly into the Mist never to return.  Some who had the unfortunate luck of venturing too close to the Mist have observed loved ones, horrific creatures, and/or other strange beings which the sight of caused much distress.   [4][5][6][7]

References:

[1] The Late Headmaster & Lorekeeper of Oghma and Founder of the William Bell University: On the Nature of the Ziggurat; Garlin’s Selection Theory: Sentient Determinism.  

[2] The Late Headmaster & Lorekeeper of Oghma and Founder of the William Bell University: Threats Facing the Colony.

[3] Otula Tauvivi, Independent works pertaining to H’bala, anonymous authors of the University included.

[4] Master Ahmed Kaliwazah: Report on the Abandoned Cloister of the Numinous Order

[5] Phebe Herathyza: New Theories on the Mist

[6] Keeper Laeris Ni'Tessine: The Maidan and the Tower

[7] Samantha Bluestone: Yuan Ti Research Note Translations