The Mysterious Ymph Archipelago by Galleous Albedos

Started by Oroborous, September 26, 2008, 03:18:28 PM

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Oroborous

[[Editorial Note, this is not a finished essay, but I do appreciate an examination and offer of suggestions.]]

The Mysterious Ymph Archipelago

By Galleous Albedos, ed. by the Archaeological Society of Nebedzzos

Table of Contents

Prologue to Ymph's Mysteries
The Ruins of Nebedzzos
Illythiiri Ruins
Stargazer Tribes
Werewolves
Bog and Other Locations of Note
Old Port

Oroborous

Prologue to Ymph's Mysteries

The Archaeological Society was founded by William Bell on Kythorn 4, 1375, shortly after the great Ziggurat of Ymph once again became active. The Society's primary purpose has been to unearth the nature of the Mythallar, a permanent and powerful magical 'engine' that greatly surpasses the capabilities of any mortal wizard living today. It is housed within the structure that dominates the ruins of Ymph. The archipelago remains the source of incredible mysteries that it should be delved into. The purpose of this article is to direct inquisitive minds to the pursuit of more information on a number of issues. This knowledge, once gathered, will be incorporated into future volumes or editions of this work. I reiterate here my belief that the entire archipelago should be the basis of our inquiries and not only Ymph and its notable ruins.

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Nebudzznos

The first major question does involve these ruins and the Ziggurat. It is likely powered by a mythallar, whose purpose is entirely unknown. It is clear the ziggurat is capable of teleportation. Evidence suggests Ymph was once a prison colony for the Netherese, an ancient human magocracy. We are certain it was a Netherese site due to the presence of temples dedicated to gods worshipped during the Netherese epoch. The theory that this is a penal colony is the work of Zyphaem Faussad, and further heightened by knowledge that the previous Netherese ruler of Nebedzzos was refered to by the title of Warden. Therefore, the function of teleportation originally may be clear. Ymph's Ziggurat teleported prisoners and guards from Netherese cities to Ymph. There is the possibility though that the reverse is true, that teleportation is a recent phenomenon caused by the malfunctioning of a mythallar designed to prevent the teleportation of its powerful wizardly prisoners. The ruins of Nebudzznos contain a long abandoned prison, and local legends still state that particularly powerful prisoners were confined to separate islands or prisons built entirely for themselves. These include references to a beautiful woman still locked in a tower hidden on Ymph. The legends make it clear that to free her would be dangerous.

 Yet, why has the mythallar reactivated? What is the basis upon which it chooses targets now? There appears no rhyme or reason to its activities . It appears to favor goodly sentient races over monstrous--but will choose either at times. A major influx of individuals were teleported in the first week of Kythorn, 1375. What reactivated a millenia old magical system, or whom?

     The island ruins themselves are a mystery.  They are populated by the Nightrisers, undead guardians who can be found tending at least one prison despite the death of their captives. The Nightrisers are bound into service by an oath to protect the island eternally. This is a binding oath. It appears that even the destruction of Nightrisers by daylight or violence does not halt their existence. Does a method exist to permanently destroy one? The most likely possibility lays in the fate of their Warden, or the Jergalite who is believed to have murdered him--Lotheri Sanq. Another theory suggests that a traveler named Porenius created the Nightrisers, evidence of Porenius' journeys across the archipelago are numerous and should be collated in the future. Much of this conjecture is drawn from the unpublished works of the Archaeological Society which has also deciphered the Nightriser Oath.

 For that matter though, undead are numerous around these ruins. It is likely that a number of the Netherese prisoners sent here were necromancers and this may account for their presence, but a number or irregularities occur that suggest this island has been settled before and that its inhabitants may share an interest in it still. We can not escape history.

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Illythiiri Ruins

Originally, it is clear that illythiiri, a tribe of elves that eventually became known as drow at the close of the Crown Wars, once inhabited this island. Their ruins can be found southeast of Nebedzzos near the Isle of Bliss. Were these islands important to the Crown Wars? Was the illythiiri presence here responsible for the vast and aggressive nature of the inhabitants of the Webbed Woods? Will the drow that dwell in the city of Traensyr, some unknown distance below these isles in the Underdark follow suit with the drow of Cormanthor and seek to reclaim their ancient homelands? What powerful relics or artifacts may remain from this period that the drow did not bring with them into the Underdark?

The Illythiiri ruins predate the Netherese. Elven historians have long dated the Crown Wars to have occurred several centuries before the rise of the Netherese Empire.

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Stargazer Tribes

Additionally, the island is the home of a race of halflings called Stargazers. While some of these creatures are primitive (and friendly), it appears that all members of the race have a distinct preference for darkness or starlight. Indeed, they are ancestor worshipers who believe that their kin reside now within the stars, after their bodies are ritualistically devoured. They hold telescopes nearly as sacred objects for their ability to show them the stars.

The “flayer” Stargazers are a dangerous, cannibalistic group of which little is known. Considering their numbers and natural aggression, additional information on their nature should be a high priority for our Society. Their kin maintain they have been corrupted, but will not speak of the event that corrupted them. An effort should be made to learn more. The flayers dwell to the southeast, deep under the mountain where they warn off intruders to their territory with a display of bones and flayed corpses.

The more peaceful tribes may make fine allies and know more about the orc tribes on the island that we shall inevitably come into conflict with. The more dangerous tribes must be understood to avoid conflict with them. Their elders maintain a community of sorts just east of the Webbed Woods, high up in the trees where they welcome traders. Their covetous outlook on telescopes may be a route to gaining additional information about these halflings. Finally, their is a pillar in their village that depicts a hero battling undead-this may be some historic conflict with the Nightrisers although that is mere speculation. The story should be learned though for any valuable insight it may yield.

An old castle is east of the Stargazer's village. It seems to sit almost in the center of Ymph. Its purpose and origin are entirely unknown. A human warlord with a tribe of goblins and ogres claims or claimed it, his exact fate is not currently known. The history of those who erected this castle should be learned.

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Werewolves

The third set of inhabitants on the island are more troubling. There is a plethora of large, powerful werewolves. Nothing is known about their nature, origins, or the presence of any society or hierarchy between them. Yet these creatures even alone are more than a match for an average explorer. Knowing as little as we do about them leaves us extremely vulnerable to their depredations.

As violent as they are, explorers have contacted at least one werewolf in the mountains that is capable of speech and who  has saved their lives. Additional efforts to locate or learn more from this individual beast are highly suggested, but caution is urged.

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Trolls of the Bog and Other Locations of Note

Additionally, Ymph is populated by troll pods, that is a communal unit for trolls just as cow's travel in herds, that inhabit the bogs and the tunnels under the island. The goblin settlement of Gobsquat, while largely open and containing few mysteries is still widely undocumented. Beyond the Isle of Bliss and the Cliffs of Shrieking Music (inhabited by a flock of ship raiding Harpies), few islands or difficult to reach locations on and near Ymph have been mapped or documented. The Isle of Bliss can be traveled to on foot, though a high tide may make the route impassible rarely