Soulhaven School

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Peachoo
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Re: Soulhaven School

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Wrath of Nikerymath
Written by Ahuizotl in 174 AR.

Transcribed by Lorekeeper Vaeryll Aistra in Elient 12, 175 AR (1375 DR)

Chapter 1 - The Two Worlds

"The market square was buzzing with life, men and women of all looks and ethnicities brought together under the welcoming eye of Trade. Silk, spice, baked goods, and grilled meat, sold at every corner and at every vendor. It was an audacious show of colour and vibrancy, a couple of children being scolded for picking an apple or two from a vendor. In the background, the sound of seagulls and waves, where the square would eventually make its way to a port of this place. Goods being moved from ship to ship, a sign at the side would read 'All nailed crates would need to be checked before given entry to the Empire of Jhaamdath..."

[The book has a recreated painting on the next page. It appears to look like some sort of ancient woods, with glowing specks of dust flitting about the forest floor. A deer in the background passively grazes. In the far distance of this ancient woods are the hints and vague outline of some sort of grandiose forest city. Elven in nature, it would mirror the various wood elven communities of the High Forest. Little lights flickered from these tree-structures and gave way to interesting shapes and details in the illustration.]

"The Elves were powerful People, within their Woods. Their trees reached the skyline, where they made their houses within branch and trunk. Ancient, they were, as ancient almost as their Kingdom. Their reach extended out to the sea, where the Kingdom would meet its water brethren. A song, being sung, echoing across the waves and the woods, in ancient Espruar. It was one of celebration and mourning, tinged with sorrow and bittersweet. An elf was visible on one of the trees, peeking his head out of the window of his home to listen to the song."

[The book illustrates an image of many different kinds of elves dancing and singing together. From above, in one of the houses is an elf jovially looking down on the celebration, happiness in his eyes. From Sea elf to moon elf, there was a great variety of them in a crowd. Each linked arms, dancing around a blue-hued campfire. This illustration was smaller, and only took up half of the next page. The text continued beneath it]

"The singers would come into view, women and men of Elvenkin, Teu-Ar-Sy-Alu didn't matter, circling a fire. Flowers and seashells, statues and paintings, fireflies speckling the air around this square within the woods. They danced, and they revealed. Oh, the Elves of Nikerymath..."

Chapter 2 - The Massacres

"The humans of Jhaamdath were efficient men. They seeked to improve their reach, extend further into the world.

But they were also cruel.

They wanted nothing, to stand in the way of their progress.

Ports, filled now with carpenters and shipwrights, Jhaamdath was preparing to claim the seas beyond its Twelve Cities. They had no care for those that'd be affected by it, and their Cities had already consumed most of their resources. Wood was important when it came to ships. The older, the sturdier, the better.

What better trees than those of Nikerymath?

So the humans started setting out. At first, they destroyed the woodlands along the border, before daring to expand further. The Elves foresaw this, seeing their armed men, with spear and sword, with axe and rope.

Jhaamdath, was, cruel.

First, the Elves at the outskirts got affected. Armed men walked into their homes, disturbing their peace. They slaughtered all Elves, and disorganized them who stood in their way. Ancient trees fell one by one, and ears of Sylvan adorned human belts. Blood of Tel'quessir was spilled."

[The book carries imagery of vague bodies on the forest floor. In the background, trees are being cut down and burned by humanoid figures. The scene is colored in dark colors, making it hard to see much of the gore that encompasses the scene.]

"The Elves retreated to the middle of their Kingdom from the border to Jhaamdath, to inform the Elders. To mourn their children, friends, and family, their homes now being cut into planks and shaped into boats and ships at the Port of Jhaamdath.

And this didn't stop, as the Men's cruelty continued. The boats made way to set out to the sea, first at their nearest coast, where the Alu'tel'quessir of Nikerymath had made their home within. As if it wasn't enough that their blades had found Elven skin, their nets and boats trashed within the waters, throwing tantrums like a child in search of fish and valuables, hunting the companions of the Alu'tel'quess.

Those who lost their lives under the sea while trying to free the life of the Sea, hunted with spear and arrow while trying to free the nets, they cried. The ocean hides your tears, but the wailing of a mother pierces all waves."

Chapter 3: The Mercy

[This chapter is prefaced with an image of three elves. Perhaps monarchs or aristocrats, they appeared to be draped in noble clothes of fine adornment. One was a sun, another a moon, and finally the third, a wood elf. All three of their heads dipped in solidarity, as if some grave final decision had been made. Their hands fold together in front of them, representing a state of resignation. The background is speckled with imagery of shells, leaves, and nautical wave-looking patterns.]

"The Elves were strong, and patient people. They knew the immaturity of men, despite sins committed, they pitied their people. And thus, Tel'quessir went to meet Bhenir.

They faced in the stone halls of their aristocrats, strange and unfamiliar to the Elves. What was asked was simple, to cease the attacks, and the plunder of nature, to prevent war.

The Men of Jhaamdath were cruel, and as cruel as they were, they were even more stupid. The humans, their faces marred with amusement to the words of the Elves, dismissed them audaciously. The Elves knitted their brows, they stared in silence to the court of Men.

'You have lived long enough, Elf. It is time our Empires claim what's rightfully ours, and sure.. we won't forget the sacrifices you have made, for our progress.'

The Tel'quessir silently dipped their chins, a solemn look glinted in their speckled gazes, as they left.

The Men were stupid, not because they wanted to progress.

They were stupid, because they thought this meeting requested by the Elves was a show of fear.

It was an act of mercy."

Chapter 4: The Preparation

[This page is prefaced with imagery of a council of elves of all kinds gathering. Their faces were painted with war paint, and their clothing replaced with armor. Most held bows, tridents, and spears. The same three elves from the previous chapter talked together in the middle of the scene, her expressions solemnly harsh.]

"With the attempt of diplomacy having failed, the Tel'quessir knew the humans would not cease their attacks. More Elves lost their lives within this timeframe, and the lush parts of the forest of Nikerymath were starting to wither and die, beginning from the border of Jhaamdath.

A council was called, within a great ancient oak tree. The elders of the Elves, of each colour and culture gathered, to prepare. War was approaching now, but the Elves planned it to be shortlived.

The Sylvan warriors prepared their drums, painting their faces in colours of war. Under the light of the Moon, arrowheads and bows glinted as the Teu and Ar prepared. Mages wielding high Elven magic spent days in their vast libraries, losing themselves within the ancient tomes and rituals. The Elves of the Sea left their homes beneath, their warriors wielding trident and spear, their shamans calling to the primal forces of the World.

They had offered mercy.

The humans, had failed to see it."

Chapter 5: The End

[These scenes were perhaps the most vibrant of them all. Only accompanied by the drums, and the sound of the sea, it was eerie to watch. The warriors of the Tel'quessir, were first making sure there were no humans dwelling within their homes anymore. The Forest was getting cleansed, as arrow found eye and head, as trident and blade found heart. Humans fell, one by one, their corpses littering the forest ground, their caravans filled with logs cut from Elven Homes peppered around. Gruesome. On faces of no Elf was found fear, or rage, they were solemn as they purged the men out from their homes.

These depictions colored the page with stains of red, purple, and blues with a vibrant color palette. The revenge of the elves is not muted nor hidden here as the gore of the previous chapters were. It emphasized the significance of this war that came.]

"The Elves, continued to move.

There was shown the beach of Nikerymath, facing the empire of Jhaamdath at the other sides. The army of Elves made way, as a group of mages, Teu and Ar, silently found their way onto the sands. There was no army to meet them here. Elves would not continue further, either. This was where the war was going to start, and end.

From the sea, stepped out equal figures to meet Teu and Ar. Alu, they were, the Sea Elves. Water dripped down from their hair and clothes, charms and bones and moss decorated their bodies, the symbols of the Sea carried on their charms.

The Elves only silently nodded to each other. And they all turned, to watch what's to come next.

Mages and Shamans came together, to begin their otherworldly chant. High Elven Magic waved and danced in the air to meet the forces of Nature and Spirit. They chanted, their voices carried through the air. The more they did, the more disturbed grew the waters. Waves started forming on the Jhaamdath side of the Coast, hitting their rocks and nearest buildings, licking at the surfaces that'd then, get consumed."

[Legions of elves are depicted now, both sea and land alike, joined together as they all chanted. Magic of otherworldly colors and signatures flitted about the picture which spanned the entirety of two pages. A glimpse, or even a snapshot, of a high elven ritual. The figures below crowded a circle as they cast the spell. In the distance, Jhaamdath burned as large waves summoned via high elven magic crashed into the kingdom of men.]

The Men of Jhaamdath had invoked the Wrath of the Elves, of Land and Sea. There was nothing but fear and shame in their hearts, as the Sea rose to meet the Land, as the Elves raised waves of gargantuan sizes to beat down on the Empire of Jhaamdath. Water swallowed ship, men, town and square, building and castle alike, no mercy, no hesitancy. It was all silent.

[This picture depicts receding waters pulled back, to reveal the now-known Vilhon Reach, the Empire of Jhaamdath no more. The feeling of eerie silence evoked from the picture was deafening. Only left now were the soft waves of the sea and the seagull's returning to nest. As if nothing happened. As if they never existed. It was peaceful.

In the distance of the picture, one sees both elves of land and sea returning to their homes.]

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Peachoo
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Re: Soulhaven School

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(( Peachoo's note: I included the First Bridge of Elder Lore and the Second Bridge of Elder Lore not just because they're very, very old stories now that you can find ig, but they also give an excellent and simple informational story of how the Crown Wars happened and why elves hate drow. Which I feel is very important to have for lore reference!))

The First Bridge of Elder Lore
Written by Elriel of House Dy’nesin in 133 AR.
Transcribed and painted by Lorekeeper Vaeryll Aistra on Kythorn 14, 175 AR

<cüÿÿ> [The beginning page has a depiction of a battlefield in grand detail. Depicted are the battle hardened sun elven warriors of the once nation of Aryvandaar. Their Coronal is seen ordering his troops upon the dark elves of Miyeritar. The Coronal and his men appear to be successfully conquering and annexing the dark elves from his nation.
The coronal’s face appears to depict that of a stern and somber leader. The expression of a man who has seen the atrocities of war. Though victorious, he appears almost relieved.
On the opposing page, text is sprawled in Espruar, the written tongue of the elven people.] </c>

The Ar-Tel’Quessir (Sun Elves) of Aryvandaar. The Bloodstained Conquerors.

<cißÿ>
“Kin fought against kin amidst a troubled time of warring elven nations, and the desire to gain even greater treasure had lead to even greater bloodshed.
Aryvandaar, now known as the Vyshaantar Empire, aided by a fallen Solar, began invading their fellow sun and moon elven kin of the Shantel Othereir Kingdom.

This war endured nearly three centuries until Shantel Othereir surrendered after their Coronal had fallen.

While both painful and rich of a lesson, this remains a part of our history. A reminder that the thirst for control shall lead to betrayal, pain, and suffering. As much as the victors write history of truth, it should fall upon the divine to clarify the wrongs of the past. And so, the Seldarine had brought clarity upon their children. “ </c>

<cüÿÿ>[The next section of the book has beautiful depictions of the warring sun elves upon one another, along with mixed in moon elves. Suffering and pain is depicted on the faces of the defending nation’s shoulders. Their armor is coated with glistening gold and silver, dotted with dirty and blood. The depiction is gruesome, but realistic of what the war may have actually been like.
The last picture is an artistic rendition of the various Seldarine appearing before the two warring factions. A physical metaphor for the Seldarine intervening in the fighting amongst the kindred.] </c>

<cißÿ> “After the Kingdom of Shantel Othereir fell to Aryvandaar, an uprising occurred. A magic rebellion took place in parts of occupied Miyeritar in a dire event known as the Dark Disaster. Aryvandaar is often depicted as using elven High Magic to cause tremendous deadly storms. It reduced the entire forest and realms of Miyeritar to barren wastelands within mere months. It is now a swampy landscape that many today know only as the High Moor.” </c>

<cüÿÿ> [The end of the book has an almost perfect copy of the original author's signature in the middle of the last page. An emblem, likely the symbol of the original authors house, also appears above it. The symbol appears to be a sun emblem coupled with a little leaf on top of it.
The signature reads as ‘Elriel of House Dy’nesin - 133 AR’] </c>

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Last edited by Peachoo on Tue Feb 07, 2023 7:11 pm, edited 1 time in total.
Peachoo
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Re: Soulhaven School

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The Second Bridge of Elder Lore
Written by Elriel of House Dy’nesin in 133 AR.
Transcribed and painted by Lorekeeper Vaeryll Aistra on Kythorn 24, 175 AR

—---------------------------------

<cüÿÿ>[The first illustration in this book starts with a fade from white to color. The picture is bordered with intricate inlaid gold color which appears to be old elven designs. Depicted in this picture is a display of both male and female elves of equal footing. These martially adorned elves have a dark brown complexion with dark black hair. They both carry themselves with noble posture, and carry a prideful expression on their face.

On the next page, a second illustration. It depicts an arcane gateway, shimmering brightly with blues and purples. This gateway depicts these dark elves reaching Toril as part of the first elves to arrive. These elves appear to be a variety of dark-skinned color. Most notably, none of them have the iconic black skin of the Drow, but rather dark brown. Their eyes are all variations of blue and green colors, and their hair is variations of black. They appear noble in their crossing, almost stoic of a people.

In the final and third illustration that spans two pages, a large illustrious city is depicted. The city itself has wonderful architectural cityscapes and cultural advancements. It consists of large arching bridges, white marble, and golden tops crowning the roofs. It is grandiose and beautiful, yet it appears to be imposing to the natural land as many trees are painted into the city-scape. Along the bottom of the border the picture is labeled: ‘The Nation of Ilythiir’.

Dark lettering begins on the following page] </c>

The Ssri-Tel’Quessir (Dark Elves) of Ilythiir. The Ancestors of the Drow.

<cißÿ> “Araushnee, the consort of Corellon had become the goddess of the dark elves. It is written that she and Corellon had twins. One twin was the goddess Eilistraee, the Lady of Dance. The other twin was known as the male god known as Vhaeraun, or the Shadow.

The dark elves were known to be the most noble of the People, yet their tempers were hot and fueled often by arrogance and pride. This arrogance was bred from generations of dark elves who managed to establish the first elven empire before the first flowering. They saw themselves as better than their kin, because of their feats. The Nation of Ilythiir was considered one of the greatest empires of the dark elves, however they fell to peril as victims of the corruptive scheming of their beloved and revered Araushnee. </c>

<cüÿÿ> [The next page has an illustration of a beautiful adorned dark elven king. Dressed in ancient and traditional wear of royalty, a mithril circlet on his brow, he raises his hand and channels the divine power of Araushnee. He is seen reaching his other hand out and pointing a troup below him towards where he is leading his troops- to a city on the horizon. A balor is summoned behind him, under the dark elven king’s command. His veins bolster, and his eyes are filled with a red corruptive glow as this summoning takes place. The city of Aryvandaar can be seen in the distance, labeled with flowery text.] </c>

<cißÿ>“The kingdom of Ilythiir witnessed the fall of their dark elven brethren in the kingdom of Miyeritar. Aryvaandar was blamed for the high magic that created the Dark Disaster that wiped Miyeritar from the face of the world. The dark elves of the Ilythiir suspected that this attack was not just a play for power, but a genocidal campaign towards them. Their Coronal reached for the extremes to save his people. Summoning a massive Balor under Araushnee’s command. In this time, Araushnee betrayed Corellon and assumed the name of Lolth.

Nobility bought into different dark powers now known as the Dark Seldarine. Soon, the dark elves gained the nickname Dhaerow (Traitor). The dark elves of Ilythiir openly used their dark fell powers, brutally attempting a conquest with Miyertiar’s survivors fighting alongside them.

Ilythiir attacked and destroyed most of the Shantel Othreier, which was by that point part of Aryvandaar’s territory. The People pleaded to the Seldarine for divine salvation. Corellon answered his children’s pleas and banished the dark elves to the underdark by changing the dark elves into what we now know as dhaerow. The kingdom of Ilythiir ended and the dark elves soon came to be colloquially known as Drow over the course of time.” </c>

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Peachoo
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Re: Soulhaven School

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The Tower Beyond Time and Lake Eredruie

The ruins of our city of Mhnlamniir lay at the heart of the High Forest, less than two days' travel from the west end of the Old Road and three day's travel east form the Lost Peaks. At the height of Earlann's civilization, Mhiilamniir was the site of a number of major temples and seats of power for elven clergies in the North. While Mhiilamniir;s largest building is now-ruined temple dedicated to Corellon Larethian, the city's oldest temple has always been the Temple Beyond Time, a soaring tower shaped like an elongated hourglass consecrated in the name of the Lifegiver.

Labelasan religious texts indicate that The Temple Beyond Time existed as far back as the early days of Aryvandaar, nearly 25 millennia ago. Mhiilamannr is no longer safe enough for elven pilgrims to visit due to the tenancy of a rapidly paranoid green dragon, Choloracndara, who lairs in Corellon's ruined house of worship and claims the entire temple city and its environs as her domain. Nonetheless, Labelas's temple city and its inhabitants survive unmolested due in part to the temple's peculiar relationship with the time stream. The Temple Beyond Time can be seen or entered for a few moments at widely varying intervals.

The only permanent inhabitance of the Temple BEyond Time are a trio of Siluvanedenn baelnorn, known collectively as the Timespinners: Susklahava Orbryn, Roan-mara Neirdre, and Phantyni Evenara. In life, each of the Timespinners was a gold elven priestess of Labelas, and they have served the Lifegiver for millennia as historians, sages, and oracles. The faithful of the Lifegiver interpret the god's omens as to when the Temple Beyond Time can be reached and then travel to the site in order to consult with the eternal seers who dwell within. Those petitioners who enter the tower bear the risk that when they emerge many years may have passed, even though the interval seemed like little more than a few hours to those within.

'''''''''''''''''''''''''''''''''''''''''''''''''''''
Lake Eredruie

The dark, calm waters of Lake Eredruie , a large pond at the headwaters of the Glaemril in the forests of northwestern Deepingdale, have long been held to be sacred to Labelas by the Fair Folk. Kin who immerse themselves in the lake's waters can add years to their lifespan, although the magic or the waters only works once A flask of Lake Eredruie water acts as a potion of healing on elves and half-elves only, but loses its potency if mixed with any other liquid or substance.

The Teu-Tel'Quessir of the neighboring village of Velethuil, known to humans as Bristar, have long venerated the Lifegiver at the Treespnng of Eredruie, a natural spring that bubbles forth from a hollow in the upper trunk of a hiexel and runs down the side of a tree to feed the neighboring Lake Eredruie The Treespnng is tended by an aged moon elf, Sorsasta Fernsong, rumored to have enchanted numerous elixirs of health, elixirs of youth, and potions of longevity from the potent waters.

Transcribed by Chronologian Nyora'yllrria of House Elle'evera in Luelithspar and Coronal of Myon 175AR

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[[Edit: I edited some grammatical errors, I didn't write this but thought it'd be a wonderful addition.]]

Peachoo
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Re: Soulhaven School

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Siluvanede, the Lament of Telardon
[This book is of simple stock, bound in tried dark leather with a delicate small motif of a silver griffon pressed to its spine; words written in Espruar of the Elves.]

The realm of Siluvanede was established in the High Forest with dangerous ideals stemming from the sentiment of Ar'Tel'Quessir supremacy.

Siluvanedenn prohibited settling of any other tribes of the Elves but those of the Sun, and sparse visitations from others were closely regulated.

Siluvanede's predecessor Aryvandaar fell to fiendish corruption, intrigue, games of power and conquest leading to its destruction and loss of countless Elven lives.

Siluvanedenn desired to raise a new high kingdom of Elven might such as Aryvandaar used to be.

In their fear for what befell to People of Aryvandaar, and fretful of the judgment the Coronal of Arvandor once leveled onto Ilythiiri tribe, now known as Dhaeraow [Traitors], Siluvanedenn rebuked worship of the Seldarine and lived godless lives. No temple was raised in their name.

It eventually came to light Siluvanede's core and its People had fallen under the sway of demonic corruption not dissimilar to the rot of the Spider Queen and fallen Aryvandaar.

Two younger realms within the High Forest, Earlann and Sharrven, fought later to stop the expansion, wrongness, and hostility of Siluvanede.

Long and bloody conflict came to be known as the Seven Citadel's War in our history. Heroes of the Seldarine triumphed and Siluvanede was annexed by the victors.

This is a tale told of two Siluvanedenn champions -- one remained, while the other left during the war to oppose his homeland.

Countless tragedies of similar bearings could be penned from this era.


"The Lament of Telardon"

"When the sundown feels far
and the sky shines too bright,
it casts all in fretful miasma.
Spiraling spires stare down onto the branches
and woodland scorched.

What fear is there is in my heart,
what dread is there is aflame in my breast.
What horror chokes the air
is within me.
We godless, we tall,
there are no eyes to see far enough.

Ah, do you recall the once mighty Aryvandaar!
The legends and the songs, the laments and monodies.
What pride is there is in my heart,
but what can unmake the cost of the loss?

I have eyes but I cannot conquer the distance;
not through the striking razors of morn wrought glare.
I know you are there,
my brother,
under the sea of violent banners of Earlann.

To you they spelled liberation then,
and now,
bring doom onto emerald spires we once stood upon.
Did I tell you not to travel so far
and forsake me?
Did you not beg me to come alongside
and afar?
What remains of us?

I remain for us, the People,
and for the might that ring shrill notes of greatness,
for the valor surpassed by nothing else but the lost Aryvandaar!
If you look upon this fortress will you sight me,
as distant as I find you from the sea of men.

If I knew prayers to find Arvandor I'd speak them,
I'd beseech a fast finality for me,
for you I'd beg for it.
The skyline is darkened by wide wings,
so cold by the cruel flash of the lance.

See you not my plight and my troth!
Hear you not the whisper and the war cry?
The grace and the curse,
the silenced cry and exultation?
Clear in my mind I yet behold you.
for it's carved in visions; sure and true.

Would you pierce me like I'd pierce you,
for the betrayal and falsity?
What is there that you can see and tell,
that I cannot glimpse?
We stand in rightness, we sons of Siluvanede,
we nobles of Telardon!
Scions of Aryvandaar!

Come near anew and be humbled,
just as through your words you humbled and scorned me,
called us in question! -
and laid judgment that is not for you to declare!
Yet there is pain in my heart
and there is sorrow,
and I fear.

The horns of Earlann ring high and clear,
and I hear this still while I cannot sunder the steel and smoke.
Come near so I see you!
Come close so you can admit regret
and be forgiven.
I'd embrace your return if you'd seek it in this toll of battle,
true son of Telardon!

I weep no tears, for those fell so long ago
like rain.
If only you could know what I keep for this realm!
I plead, come now,
and stand upon the towers of emerald like I.
Cruelty of the Seldarine has misled you!
The only truth is I, and this kingdom of the fair!

Heed not the fate of Earlann!
Think of the summer days, easy days,
when no blood seeped into soil and painted rivers red.
The wind will clear what ruin there lie,
just as our heights would never fade.

These thoughts I muster throughout this last day,
and as shadows grow far below and near above -
once more the drums of Earlann bellow.

Ah, the sundown is so near
and its veil shall fall,
and if will you, so shall I,
but righteous spirit will never die.
If I had faith I would pray,
but that will never be.

Speak the last rhymes and notes afoul,
and honor the distant gods!
I, the proud son of Siluvanede bid you farewell,
and from this final night I'll find you.

I dread."


Author's note: So it came to be the godless city of emerald spires, Telardon, in the realm of Siluvanede of the People of the Sun, was defeated after the show of might by neighboring Earlanni and Sharrven forces; punished and decimated due the corruption and darkness nested in its heart - while it was not the decisive conclusion sought in vastness of the war itself.

Midsummer 168 AR,
by Dark Avenger Karathas.

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[[Edit: I thought this was good to include because it talks about a mainland elven realm]]

Peachoo
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Re: Soulhaven School

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A Navigational Guide to the Deep Wells, Vol. I-IV

Written by Konstantin Helbrecht in AR 170.

Volume I - Introduction

Let it be said that those who long for the unknown and exhibit a deep desire to explore even the most inhospitable places this isle has to offer do continue reading at their own peril. What knowledge could this collection of tomes hold that leaves its dear readers so imperiled, you might ask? The contents of these pages are filled with detailed accounts of the authors travels through the Deep Wells and as such, the descriptions herein might rob the intrepid explorer of the satisfaction of discovering the marvelous sights that lie below for themselves. After all - is wonder when stumbled upon by accident not worth more than chasing a wondrous tale, only to be left disappointed? Alas, this is not the only peril these pages hold. Let it be said that the Deep Wells are an incredibly dangerous place. If those that dwell below do not pose a challenge... starvation, dehydration and insanity might, if one loses their way to stumble in the darkness for weeks. Do not let these accounts inspire you to delve below if you are either inexperienced or ill-prepared.

Having spoken of these dangers, the author will now speak of how to properly prepare for a trip to the Deep Wells. Ample supply of both food and water as well as bandages to tend to any injury are mandatory for longer trips. If you do get lost, finding your way back out is your foremost concern - you do not wish it replaced by having to worry about finding drinkable water and edible food in the winding paths below. Luckily, even the easily lost and navigationally impaired can dramatically increase their chances of a safe return by purchasing a Rod of Recall from the High Delver in the caves below the Elven District of Guldorand. The author not only highly recommends doing so, but also advises to keep at least a few spares on your person at all times - individuals with less foresight you might encounter below will be very thankful for them. Other than these basic supplies the acquisition of a lasso and a suitable length of rope for climbing is also highly recommended. There are a lot of shortcuts and otherwise inaccessible paths the skilled climber may utilise to make their traversal of the underground maze easier. But what of those who lack the finesse? Lack the strength of arm? Those corpulent and rotund? Do not despair, for even the layman might climb with a moderate measure of safety, provided preparations were made and fitting tools acquired. Such tools are popular with those that scale the slopes of the Dark Spires and can readily be purchased at their Base Camp. Lastly, the author would be remiss to not mention every adventurer's steady companions - wards, be it in the form of magic cast by your own skill, wands, scrolls or potions. The descent can be a lengthy endeavor and you should be well-supplied.

Now that the author has spoken of preparation the matter of gaining entry remains. Four points of ingress present themselves:

  1. A passage from the caves West of the Freeport
  2. A passage from the Guldorand Catacombs
  3. A passage from the Crypts of Soulhaven
  4. A passage from the Kenku Hideout beneath the Freeports Store House

The first two options are recommended for the novice explorer lacking experience traversing the Deep Wells. The third option is manageable yet leads to a place that could present a moderate to high amount of danger for the ill-prepared. The last option leads deeper into the Deep Wells than the other three and a perilous climb down a rope is required to arrive safely at the bottom - it is only recommended for those certain of their skill. Where exactly these points of ingress lead and more importantly - how to venture forth and ever deeper - will be described in detail in Volume II. For now, go forth and dip your hopefully well-armoured toes in the murky waters of the upper approaches of the Deep Wells. If you think yourself prepared and experienced enough, that is.

The author takes no responsibility for physical injury ranging from minor scratches to serious mutilations or, in the most severe cases - death - that are suffered while either trying to reach or traversing the Deep Wells. The author further takes no responsibility for insanity or other mental conditions that arise from getting lost in the Deep Wells for a considerable amount of time. Entering is your personal choice. You do so at your own peril.


Volume II - The Long Fall

The first layer of the Deep Wells, henceforth referred to as The Long Fall by the author, largely consists of a set of pathways made of stone that loom over the abyssal darkness below. Step safely, for the layer is aptly named and a slip of the foot will lead to much time for contemplation of your mistake on the way tumbling down. You may find four distinct areas on this layer which the author will describe in the following passages.

"The Descent" is where you will find yourself if you enter the Deep Wells through the cave near the Freeport. Its winding paths are filled with a plethora of animated weaponry as well as a mix of Gargoyles and Margoyles. You will find yourself in the South-West of "The Descent" upon entry and will have to move to the East if you wish to make your way deeper into the subterranean labyrinth. To the North-East you will find passage to more stone pathways and platforms, this time carved by sentient hands, that house a vile cult dedicated to the end of times. To the South-East you will find passage to an area similar to "The Descent", however, do have a regular look over your shoulder here for you are being watched.

"The Cult of the End Times" is where you will find yourself if you either advance North-East from "The Descent", or if you enter the Deep Wells through the Soulhaven Crypts. In the former case you will find yourself in the South-East of "The Cult of the End Times". In the latter case you will find yourself in the North-East. As previously explained, the area is infested with vile Cultists that seek nothing but your blood. Tread with caution, for among the ranks of the cultists are not only those martially inclined, but apt spellcasters as well. If you wish to descend even further, you need to make your way to the South-West where a passage down to the "Fungal Garden" (the main area of interest of the next volume) is located.

"The Watchers in the Dark" is where you will find yourself after exiting "The Descent" via the South-Eastern passage. A large tomb lurks in its very centre, which is accessible if you take the path running along the Southern part of this area. The path running along the Western and Northern side of this area will lead to an exit (or entrance, depending) in the North-East that will allow access to the Guldorand Catacombs. You will find more animated weaponry as well as Mar- and Gargoyles here. But beware, the area is also heavily trapped, though these traps are easily spotted since they are suspended overhead on the narrow pathways. Inside of the central tomb you will be presented with two options to advance further, once the resident of the tomb has been slain (beware of their magic and remember to bring abjurative magic). The rope dangling down into the darkness will require some effort to climb down and will lead to the "Fungal Garden". The staircase will lead underneath the tomb, where another cult seems to have taken root.

"The Dragon Cult" is where you will find yourself after exiting "The Watchers in the Dark" through the staircase in the central tomb. These old halls are infested by dragon cultists, wyrmlings and dragonkin. You will find many a pillar to climb up on here, all leading back to somewhere on the pathways of "The Watchers in the Dark". In the North of this area you will find a passage that leads down into the "Fungal Garden".

Despite "The Long Fall" being the first layer of the Deep Wells, do not underestimate its dangers. As the first volume of this series mentioned - preparation is key. This fact holds true in even greater measures as we delve even further down into the labyrinthine complex of caves and tunnels. The next of which will be the "Fungal Garden", detailed in Volume III.


Volume III - The Fungal Garden

The second layer of the Deep Wells, henceforth referred to as "The Fungal Garden" by the author, largely consists of a labyrinthine cave system. . Its winding paths and the need to often ascend or descend through its individual areas make navigation on this layer extremely difficult. If any layer of the Deep Wells can truly be called a maze, "The Fungal Garden" is it. You may find eight distinct areas on this layer which the author will describe in the following passages. Due to the maze-like nature of the layer, these descriptions will be very general. However, seeing how these tomes are a navigational guide to the Deep Wells, the paragraphs following the descriptions will outline paths to points of interest located in "The Fungal Garden" as well as a path down towards the deepest layer of the Deep Wells, "The Darkroot". Stray from these described paths at your own risk and, if you decide to do so, always carry a Rod of Recall.

  1. "The Spore Infestation"
    A straightforward area. A lot of interconnected tunnels, but not much in the way of blocking travel into any direction. As the name suggests, "The Spore Infestation" is populated with living plants that have been infected by fungi as well as sentient clouds of deadly spores.

  2. "The Serpents Cavern"
    A part of an underground system of lakes and rivers. This area is infested with Naga and Weave Eaters. Of note in this area is the exit located in the South-East, which leads back to the Kenku hideout underneath the store house in the Freeport. If you can make the climb, that is.

  3. "The Dampclaw Caves"
    This area is split into two parts. A Western and a North-Eastern part, which are separated by a chasm. This chasm can only be overcome by a well-aimed throw of a lasso. Infesting these caves are a large number of Meenlocks. The different types of corrupted Fey are able to caste a wide range of magic, so be prepared for the worst.

  4. "The Underground River"
    This area is where the maze-like character of "The Fungal Garden" really begins to show. A lot of winding pathways that lead to other areas. Inhabitants include slimes, cave stirges and animated stone wandering the tunnels.

  5. "The Grove Approach"
    An area very similar to "The Underground River" both in its inhabitants as well as in its structure. Access points to The Underground Grove are located here.

  6. "The Underground Grove"
    A marvellous sight to behold. As the name does suggest, this is an inhabited grove inside of a cave system. The area is not very large, but the Treants dwelling here are everything but friendly and will attack in great numbers. Do not trust the man in the tent.

  7. "The Jungle Approach"
    An area that distinguishes itself by its many winding pathways again. However, the Grey Renders and Corrupted Grey Renders that dwell here can pose a significant challenge if they attack in numbers. Beware of their claws. Access points to "The Underground Jungle" are located here.

  8. "The Underground Jungle"
    A thick forest inhabited by strange reptilians that are extremely aggressive. They employ flying shock troops as well as magics. Beware of not becoming either food or sacrifice for their ritual site.

==The Path to "The Darkroot"==
To reach the deepest layer of the Deep Wells, descend from the South-West of "The Cult of the End Times" into "The Fungal Garden". You will find yourself in the South of "The Grove Approach", follow the only path leading North from here. This path will lead to the South-East of "The Underground River" from where you will travel East. This leads you back to "The Grove Approach", close to where you first exited it. Head down South and take the passage back to "The Underground River". From here, only one path remains to take, which will lead you to "The Jungle Approach". Follow the tunnel you will find yourself in and take a left as soon as possible. You will arrive at the looming stairway down towards "The Darkroot". How to navigate "The Darkroot" will be the topic of the next volume.

==The Path to "The Underground Jungle"==
To reach this particular area, descend down the rope you will find in the central tomb of "The Watchers in the Dark" in "The Long Fall". You will find yourself in the North-Eastern part of "The Grove Approach". Follow the tunnel going West and take the first turn South you can. Take the pathway ahead to a very small section of "The Underground River" which will leave you with only one way to progress. Taking that route will lead you to "The Jungle Approach". From here, simply follow the tunnel first to the East, then down South. At its end lies the path to "The Underground Jungle".

==The Path to "The Underground Grove"==
Descend from the North of "The Dragon Cult" in "The Long Fall" down into "The Spore Infestation". Traverse the area towards the North-Western corner and enter "The Serpents Cavern". While "The Serpents Cavern" can also be reached from the Kenku Hideout in the store house of the Freeport, this path is not recommended due to the perilous nature of the climb downwards. Once in "The Serpents Cavern", make your way to the North-West and take the boat that is anchored there to reach "The Underground River". Once you emerged there, go as far to the North-East as possible while ignoring the first staircase you come across. In the North-Eastern corner of "The Underground River" you will find a few connected passages to follow that will keep you in the area, ultimately leading to a fairly central spot. Take the pathway at this central spot to reach "The Jungle Approaches". From where you emerge, wander to the South-West and venture through more connected passageways, making your way slightly up North-East afterwards to find another pathway. Taking this pathway will lead you to "The Underground River" again. Here you will take a right, wandering East first, then looking around while following the tunnel to ultimately end up in the South-Western corner. The path ahead takes you to the South-Western corner of "The Grove Approach". From here it is only a short walk to the East and you will find the entrance to "The Underground Grove".


Volume IV - The Darkroot

The third and last layer of the Deep Wells, henceforth referred to as "The Darkroot" by the author, largely consists of a set of seemingly petrified root bridges. Luckily, this layer sheds the maze-like property that was prevalent in "The Fungal Garden". You may find seven distinct areas on this layer which the author will describe in the following passages.

"The Maw" is where you will find yourself if you entered from "The Jungle Approaches" in "The Fungal Garden". The area itself is overrun by a host of demons, so bring blessed weaponry if you are able. Entering from "The Jungle Approaches", you will find yourself in the Northern part of the area. The South-South-West has an exit towards "The Horned Tree" while the South-South-East holds a passage to "The Crossroads". The most important landmark in this area is the Maw itself, which can be found in the South-Western corner. Find some respite in the encampment that was set up here (if it still exists at the time of your reading of this tome) and prepare for a hard descent. Climbing gear is highly recommended to make this perilous climb a success.

"The Crystal Falls" is where you will find yourself after descending the rope in the South-Western part of "The Maw". As the name would suggest, this area is home to crystal golems. They are hardy, so bring adequate weaponry. Other than that, there is not much to say about this area. It is a dead end. However, you will find no more beautiful place in the entirety of the Deep Wells. If you have a significant other that is capable of survival up to this point, I highly recommend bringing them for a romantic outing.

"The Horned Tree" is where you will find yourself after taking the path located in the South-South-West of "The Maw". This area is, again, infested with demons. Prepare appropriately. The namesake of the area is located in its very centre. Here you will also find a piece of rope in an alcove that allows you to climb back up to "The Jungle Approach". Be wary, however, I have never been able to make the trip back down via the grappling hook on the other end."The Crossroads" is where you will find yourself after taking the South-South-Western path in "The Maw". You will arrive in the East of the area. Beware of the Malaugrym and Cloakers that dwell here. Especially the latter are very eager to swoop in from above to ambush travelers that lack vigilance. There are two exits located in the East. One of them straight East, the other South-East. Both lead to "The Long Walk". If you are skillful with a lasso, you may also create a shortcut to the Northern path that will lead to "Doom's Passage" in the North-West and "The Drakeroost" in the North-East.

"The Long Walk" is where you will find yourself after leaving "The Crossroads" through the Eastern paths. Again, beware of both Malaugrym and Cloakers. In the South-Western corner you will find a path back to "The Dampclaw Caves" in "The Fungal Garden". To the North you will find a path to a small area in "The Drakeroost". The area itself is aptly named, since especially the way North will require traversal of some winding paths, making the journey through longer than one would imagine.

"The Drakeroost" is the most perilous of all the areas in the Deep Wells. You will find yourself in the South-South-West of it after entering from "The Long Walk". The leaders of the Dragonkin located here are well-suited to shrug off blows and cast a variety of powerful magic, including Word of Faith. There are two ways forward. One, you traverse the small area and head back to "The Crossroads" in the South-Western corner. Two, you make a well-aimed lasso throw and climb over to the main area of "The Drakeroost". Once you arrived in the main area, prepare for more powerful Dragonkin that are guarding an Ancient Black Dragon that roosts in the North-Eastern corner. Its lair holds riches, but the fight is going to be a tough one, especially when numerous Dragonkin are also involved. The last exit is in the North-West of the area and leads to "Doom's Passage".

"Doom's Passage" is a somewhat mountainous area infested with devils. Beware, for not only Pit Fiends but also Juggernauts roam these wastes. You will find yourself in the South if you entered from "The Crossroads". Making your way up North and then East, you will find an exit to the main area of "The Drakeroost".

Congratulations. If you have made it to all the locations mentioned in this and the previous volumes, you have seen all the sights the Deep Wells have to offer. You are a veteran of the deep now. The author recommends that, if you did not have your fill of exploration yet, you explore some of the paths in "The Fungal Garden" that were not explicitly mentioned in the previous volume. Alas, to avoid getting lost, a rod of recall is highly recommended, as always. Who knows? An earthquake or other natural or unnatural phenomena might collapse some of this cavernous network while also opening other paths in the future. The author strongly believes that behind the mossy walls and below the ragged stone walkways of the Deep Walls, more secrets are yet to be uncovered.

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Re: Soulhaven School

Post by Peachoo »

Conclave Lecture: Fey and What Not to Say

Taught by Jacob Swift and Angela Amana with assistance from pixie Lizzie, on the 10th of Kythorn, 160 AR.
Lesson summary written by Garrett Kelson.

To begin, it is important to understand the difference between the two feyish courts, the Summer Court and the Winter Court. Also known as the Seelie and Unseelie.

The Summer Court is generally regarded as the more benign of the two, as they have no real interest in mortals. Indeed, if you are not pure fey they more or less disregard you.

The Winter Court is far more welcoming to those that have mixed heritage, but they tend to view mortals as novelties, playthings, or useful tools. It should be noted that the Summer Court does the same occasionally.

Both Courts follow an almost inscrutable code of laws. Fey who fail to follow said laws will lead to, depending on how bad the infraction is, a loss of standing, up to death. These laws only apply to fey. In cases where a mortal wrongs a fey, the fey tend to leave mortals in a state that makes them crave death. This will be covered in depth later.

Fey do not follow the same lines of logic that mortals do, they are very literal. As a hypothetical situation, a bard whom plays beautiful music is melancholy, his lover has been conscripted and marches off to war. A fey finds the bard, inquiring what is wrong, as it enjoys his music. He says that he fears he shall never feel the warmth of his beloved's lips ever again. The fey offers to ensure he has what he wishes, if he promises to play music for it. The bard agrees wholeheartedly. The fey then delivers a pair of lips into his hand. His beloved's. The fey does not quite understand why this upsets him so, this is what he wanted after all. And she granted him a boon. In regards to the example, the pixie Lizzie said she would have simply turned him into a replica of his lover, so he can just kiss himself. In both cases, the interpretation is literal.

Thus, fey boons are potentially dangerous things to mortals. Either being gifted one, or owing a fey a favor.

When owing a favor to a fey, if the fey likes the person in question, they may request something mostly benign. If the fey thinks the person owing the favour is amusing, they might ask for an impossible task, waiting to see the person's reaction. If the fey does not like the person in question, they will take what they want and leave the person in a state worse than death.

Fey usually can only bring powers to bear against a mortal if the mortal breaks fey rules, or if the mortal is in their domains. Mind powers does not cover the idea of tricks or pranks. Though almost all tricks or pranks are undoable.

It is important to understand etiquette when interacting with feys. Firstly, to fey, names are power. One should avoid giving them a full name if at all possible. Titles usually function safely. Giving a fey a name may mean that the fey will treat it as being given a great gift. The fey may feel forced to owe a favor, which fey generally dislike. It is best to introduce oneself with a nickname, or a title.

Then, ask what the fey wishes to be known as. One should avoid asking a fey what their name is, as it is akin to asking them to tell who they are and how to control them. Names hold power, and thus if they gifted you such a thing, you would owe them a massive favor in turn.

In demonstration, Jacob asked Lizzie what she would like to be called. She replied Lizzie, Sorceress Extraordinaire, Summer Courtier, and Humble Servant of Our Radiant Queen Titania. But just Lizzie will do.

Names can change, depending on the fey's whims, but they will generally hold to the name they pick per encounter. Lizzie agreed, saying depending on her mood she goes by Lizzie, Liza, or Lina.
Fey that come to enjoy the presence of mortals, usually minor fey, will accept a "name" and stick to it, for the benefit of their friends.

Fey do not hold to the idea of gender. They shift and change as their whims strike them. One of the reasons why they hate true names is that the act of using a true name can force them to stay in a form they detest.

There are a few things one can do to better ensure that no harm will come to them when interacting with a fey. Should a fey come to visit, gift them bread and salt. This makes the gifter a host, and the fey a visitor. Thus there are certain rules that must be followed. A host is polite and ensures the safety of those they are hosting, and the guest does not harm the host, following the rules for their home.

Lizzie added that fey also like cream, and suggested people leave little cups of it for their fairy neighbours. Cream is to fey what alcohol is to mortals.

Small gifts may lead to the fey either deciding to avoid the gifter's home during a prank, or deter impending danger towards the gifter should they notice it coming. Such a small gift rarely demands a proper boon be granted, but care should still be taken.

As an example, consider the fairy tale of a cobbler who always left a bit of cream out for the fair folk. Growing sick, he was unable to mend the shoes he needed to earn his living. The fey, hearing of his misfortune gathered together several other smaller fey, and overnight while he slept, they worked to complete his orders. When he awoke he found his shop immaculate and all his orders done. This continued every night until he was well enough to work again. The only time he managed to see what was happening was one night where he pretended to sleep, only to peek out through the crack of his door, and saw many small figures working on his shoes.

Another important fey rule, if a fey comes bearing gifts, give them a gift in return. This is both polite, and ensures they do not leave feeling as though a gift is owed in return. Lizzie added that it doesn't have to be a physical gift. Sometimes some sort of act of kindness, knowledge, or just a good joke will suffice. But it has to be a really good one.

While the Summer and Winter courts both somewhat regard mortals as novelties, it should also be noted that the Winter Court is far more willing to grant their powers to mortals. Said agreements usually require the one being granted the power to give up something, usually a cruelly ironic loss.

As an example, Angela had a friend who was known as An'Daerath. He sought to raise the city of Myth Drannor, a lost elven city, from its state. He sought out the gods, the devils, whatever entities might hear him. He got nothing from any. One responded though, the Queen of Air and Darkness, the head of the Unseelie Court and the antithesis of every good fey. She would give him the knowledge of how to raise the city, in exchange for him building her a Mythallar. Building a Mythallar is now impossible, banished by Mystra after Karsus' Folly. Regardless, An'Daerath accepted the offer. He was even allowed to use the Queen's library, which contained knowledge on how to create a Mythallar. Try as he might, all of his attempts failed.
And the Queen gave him his end of the bargain in the process of giving him knowledge of how to make a Mythallar: He could raise the city with a Mythallar. That was the answer he sought, it didn't matter that it was impossible.
Since he was not able to fulfill his part of the bargain, she was then permitted by her rules to take that which is most dear to him at a later date. Eventually the Queen claimed the debt, what An'Daerath valued most was his free will. She took that from him, and in a process of being encased in a sort of ice cocoon, he was transformed into a sort of fey creature, his feyish features of his elven form quite exaggerated. He became a threat by his words and actions, and Angela was forced to destroy him.

The tale is a warning to never pact with fey. The summer Court is more benign, but even they have been known to have situations arise where for the novelty of it, one of their "toys" end up being disposed of in a rather horrific manner. That is to say, horrific to a mortal, because the feys do not think like mortals and what they find amusing can be quite morbid.

Another fey rule, saying "thank you" to a fey implies a deal is done, and a debt may or may not be owed. It is usually safer to ask if something is agreeable before finalizing it with a "thank you," or depending on the fey not wanting too much attention, saying "I am glad it came to be this way" or something similar.
Fey can be friendly, and even friends. Care however must be taken to ensure safety due to the various fey rules and agreements so arcane it would take lifetimes to catalogue them all. Supposedly even some fey don't actually know all of their rules.

Attempting to keep fey out of somewhere might work on minor fey, but will be viewed as "quaint" or "rude" by more powerful fey. It is usually better to meet with them as their host, find out what they seek or desire, and work from there. It's better to know what they want rather than blindly trying to keep them out. With that said, a cold iron horseshoe hung over the main entry of a house will deter almost all minor fey. Point it upwards for good luck.

In summary, the hosting ritual will allow a person to safely speak with a fey, as a guest. Breaking such an old sign of friendship is possible, but doing so would no doubt lead to severe consequences.

If they bring gifts, give one in turn. It need not be a physical gift, it may be knowledge, a kindness, or a good joke.

Fey are mysterious creatures that are both very literal, and do not think how mortals do. Consider fairy tales and folklore, you can see hints of fey actions in them, even if the tales have been warped over time.

Beware the Unseelie. While Seelie fey might be more upfront, Unseelie fey often rely on a lack of understanding in order to carry out their plots and use people how they will. Just because a fey acts friendly, don't assume that they are. An Unseelie can be uncharacteristically polite and even forthcoming with aid, but will expect the debt to be repaid.

And never pact with fey. It might be possible to break the pact, but doing so often involves giving the fey something even more novel than oneself, which can be nigh impossible. And could result in unintended destruction and chaos due to the Unseelie court finding novelty in breaking things and explosions.

Student questions:
Why do some fey choose to become familiars to arcanists?

Their reasons vary. Sometimes a minor favour is owed, or pixies or faerie dragons may seek to observe mortals. Being nigh immortal means they have seen quite a lot, and thus novel experiences are quite stimulating. In this case, serving a relatively short lived mortal for a few decades will be interesting to watch and observe, perhaps even fun, and ultimately there's no long term harm to them. It would be difficult to actually enslave a feyish creature, the only way to do it would be through invoking the fey's true name.

Are iron alloys corrosive to the skin of fey?

Cold iron, yes. Lizzie said she also finds regular iron uncomfortable enough to deter her, but it wouldn't necessarily stop her.
Jacob added that the most iron would do is annoy a fey. And an annoyed fey is a vindictive fey.

How should one proceed if they are challenged to a duel by a fey, in a contest of wit, skill, or magical aptitude?

Denying the challenge might be an offense, although one may be spared if they make it clear their refusal is not out of any rudeness, but more out of how the fey is clearly more capable, and thus one would be insulting the fey simply by trying.

Lizzie said sometimes fey are just giving people a chance to earn their respect.

If you do win, don't rub it in their faces. Losing is bad enough, losing to a poor winner is humiliating and will result in being added to a list. Don't be added to a list if it can be helped. It is said "may you live in interesting times" is a curse, and if a fey has their eyes upon an individual, they will see that come to pass. Interesting times, for good or ill.

An old tale tells of a man going into the mountains, and finding the fey playing a game. The game varies from telling to telling, one claims it was a game where they rolled a ball down a wooden pathway, striking pins and resulting in a massive thunderclap. The man was welcomed as a friend and enjoyed himself, and imbibed some of their liquor. When he awoke, fifty years had passed.

However, be aware old folklore can only go so far. Indeed most folklore are in someway tied to fey. Sometimes their own telling, thinking it humorous to see how much the gullible mortals will actually believe. Other times, simply wanting to talk of a well done prank or jape. But keeping the details sparse enough to leave room for wonder.

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Edens_Fall
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Re: Soulhaven School

Post by Edens_Fall »

Arelith: A History of the Underdark

Author: Adelyn Belle'rose
Rozen Chalice Publishing, a division of East Arelith Trading
Original Publication: 175 AR
Revised & Updated Edition: Tarsakh, 186 AR

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"The Arelith Antiquarian Society is instituted to examine, preserve, and publish all antiquities connected with the art, language, literature, and history of the Arelith Archipelago. Articles bearing this notation have been selected for conservation regardless of race, faith, alignment, or affiliation. While all efforts have been made to ensure the information within is accurate regarding the subject matter covered, we assume no responsibility for errors, inaccuracies, omissions, or any other inconsistencies herein, whether such errors or omissions are the result of negligence, accident, or any other cause. If errors, inaccuracies, or omissions are discovered, please contact the author who will address the issue."
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INTRODUCTION

The Underdark of Arelith remains one of the archipelago's most enigmatic and expansive regions, its labyrinthine depths rivaling the histories of even the most renowned surface kingdoms. Because of this, despite decades of study, I have found it nearly impossible to document every occurrence within this sunless domain. Consequently, this volume endeavors to detail the significant events that have defined this subterranean realm, offering insight into its present landscape and the factors behind its evolution.

I. PRE-CATACLYSM UNDERDARK
ca. 500 BR to 61 AR

CITY OF SPLENDORS

The Shadow Dragon Mllikiek'zztts was recorded to have ruled over a city of splendors in the Lowerdark as described below from Ilmeth's Report:

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"In ancient times, before Udos and Grond, a city of splendor gleamed in the night like a jeweled heart. It was a dark place, a brooding place. However it was beautiful in its darkness. The shades of shadow were like various curtains of non-light in the city. It was ruled by a shadow dragon named Mallikiek'zztts and her disciples were part shadow and part corporal."
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The city would eventually grow decadent as the dragon's political enemies gained strength, gradually infiltrating key positions of power. As a result, Mallikiek'zztts would ultimately be betrayed from within. The ensuing internal strife tore the city apart, culminating in the dragon's banishment and forcing her remaining loyalists to seek refuge in the Plane of Shadow. Whatever remained of the once magnificent settlement would eventually be lost, claimed by the passage of time and subsequent catastrophes of the Underdark.

IZLUDE'S TORMENT

Deep within the Lowerdark, the illithids of the Mind's Eye colony held dominion over a vast subterranean region, ruling from within their underground citadel. Their secluded domain, accessible only through a treacherous cavern network known as The Vault, was widely regarded as the most formidable threat in the Underdark. Controlled by a triad of elder brains, the Mind's Eye was originally constructed as a remote prison for their far-reaching illithid empire but was later repurposed into a strategic outpost. It is widely speculated that the majority of the Underdark's first native races originated from this colony, either as escaped prisoners or slaves.

Known to many as Izlude's Torment, the colony bears the name of the tragic sorcerer Izlude. In a desperate bid for self-gratification, he struck a pact with the mind flayers, seeking mastery over their powers of mental domination to force the love of a woman through dark enchantments. But when he betrayed them, stealing the secrets of the Thought Sphere, the illithids exacted cruel retribution by imprisoning the sorcerer within a cursed mirror of his own creation, sealing it deep within their stronghold for all eternity.

TOLLIDOR

Roughly 440 years before the founding of Urblexis Grond in 20 AR, the town of Tollidor suffered a devastating assault by the mind flayers of Izlude's Torment. Using slaves and Umber Hulks to tunnel through the earth beneath the settlement, the illithid caused the town to collapse into the Middledark, burying its inhabitants in a sudden and violent descent. While most perished in the catastrophe, those who survived were swiftly captured and enslaved. Whether by calculated design or reckless error, the collapse dropped Tollidor directly over the only known regional point of ingress to a major Lowerdark passageway complex known as The Vault.

Though the event is now largely forgotten, the remnants of Tollidor still linger near the present-day outpost of Saltspar. These ruins lie across the Great Scar from Andunor, near the Crinti-occupied remains of Elg'Nizrul. Travelers who venture to the site may still uncover traces of the island's buried past, including the sealed gateway leading into the deep and ancient Vault below.

THE BURNING SHORE

Centuries before the drow claimed dominion over the Underdark, the ancient Greatwyrm Orias gathered to her side a host of dragonkin drawn from across Arelith. Upon the scorched banks of a subterranean sea, known as the Burning Shore, she forged the foundations of a new kingdom. Under her reign, this fledgling nation grew into a small but formidable empire, sustained by the tireless devotion of her kobold followers, the Sevateem. To them, Orias was not merely a ruler but a divine progenitor. One for whom they labored tirelessly with singular purpose, driven by the promise she would one day rise in fire and ash to conquer the surface world.

That destiny, however, would never be fulfilled.

Orias' reign came to a violent end with the arrival of Abazuur, an ancient red dragon who descended from his volcanic island fortress on the surface through a portal into the Middledark. The two dragons clashed in a battle that shook the depths, a cataclysm of roars and fire. When the last embers settled, Orias lay slain. Abazuur vanished as abruptly as he had come, closing the portal behind him. In the chaos that followed, the Sevateem, grief-stricken and leaderless, found themselves under sudden siege. The drow of Udos Dro'Xun launched a precisely timed invasion, razing the kobold empire in what could only be described as a calculated purge. No quarter was given. No slaves taken. It was not conquest, but extermination. Few survived, mostly eggs and hatchlings spirited away by Sancreev the Old, who fled to the surface with his charges. There, among the goblin-infested sunlands, he vowed to bury their past. Only in forgetting, he believed, might they escape the vengeance of the Spider Queen's faithful.

------------------------------
Excerpt from the Tome of the Sevateem:

"She is slain and no help can come for us now. Who was this foul wyrm that took her life? Was it coincidence or did the warm-bloods offer tribute for the deed to be done? Her killer will not receive us and has closed the link. Orias! Return to us! Cheat death and give us all that what was promised!"

"I am the last and if I step without they will surely kill me. Even now they tear down what was centuries in the making. They slay the living and break the eggs of those yet to hatch. The Sevateem will be forgotten, to die eternal like our great mistress. The drow do not even take slaves, this is no longer a battle but a purge and there is now no doubt that the fledgling city of Udos Dro'Xun will grow to be the one true power of this region. They are too strong, too cruel, surrender means nothing to the followers of the Spider Queen and we are now lost."

"Not content to forge the future they rewrite history, they cut away all we ever were."

"I see their matrons order that not one treasure, not one relic is to taken from this place. All is cast into the boiling sea or destroyed. A few escape, hatchlings for the most part, Sancreev the Old has taken them to the surface, he tells that what future they have is there now, existing like the savages among a sun-land swarming with goblins. There is no glory, no great dream to light their way. Sancreev says he will see they forget their past, their home, his wisdom speaks that in order to survive they must cut all ties to what was, so as the drow will never again continue their war againist our brood."
------------------------------

With the kobold threat extinguished, the matrons of Udos Dro'Xun sealed the approaches to the Burning Shore and forbade any mention of the Sevateem. Their history, their dragon matriarch, their very name scrubbed from all records. Left to decay, their ruins faded into myth. Years passed. Then, by accident or fate, two drow mages of Sorcere, Davor and Darlantir, stumbled upon the lost land. Amidst broken stones and charred obelisks, they unearthed evidence of a once-advanced civilization, long buried and deliberately forgotten. Their search led them to a smoldering subterranean peak, where a long-dormant portal awaited beneath the ash. Darlantir, drawing upon his arcane arts, reopened it. On the other side, they found Abazuur. To their astonishment, the red dragon received them not with fury, but favor. To Darlantir, he whispered secret revelations of lineage and ancient bloodlines. A hidden power slumbering dormant within his veins, waiting to be awakened.

------------------------------
"Something wonderful has happened this cycle, far atop the fiery peaks a route to the world above where a dragon rules an isolated isle. It received me well and promises much power. It spoke of a lineage that I knew nothing of, a secret of my blood that will make me far more than I have yet been. It is an opportunity I shall not ignore." -Darlantir
------------------------------

The truth was revealed at last. The founders of Udos Dro'Xun, fearing a rising kobold empire, had struck a clandestine pact with Abazuur. In exchange for eliminating Orias, they offered him uncontested dominion over the Burning Shore. Knowing that the memory of the Sevateem might one day inspire rebellion among the lesser races, they purged the past. Even the archives of Sorcere, famed for their accuracy, had been cleansed of all mention of the Sevateem. Fearing Davor might return to Udos Dro'Xun and reveal what they found, Darlantir murdered him before pledging himself wholly to Abazuur, securing his place as the dragon's disciple. For decades after, he studied the ruins, reconstructing what remained of Sevateem lore, striving to awaken the dormant legacy hidden within his blood. After years of preparation Darlantir, now branded heretic and apostate of Lolth, finally awakened the full strength of his lineage within the Sevateem's hidden sanctum. In 26 AR, when sea routes to the Burning Shore reopened, drawing adventurers to its long-sealed shores, he appealed to his master. Fearing reprisal for his abandonment of Lolth's faith, the drow sought a way to preserve his life. Abazuur relented, bestowing a lich-like immortality upon his servant. Empowered and transformed, he continued his studies of the region until opening a portal to the Plane of Fire under Abazuur's direction in 72 AR, marking the beginning of secret incursions into the realm. In 100 AR, Abazuur offered sanctuary to the exiled Princess Abulán and her retainers from the fiery plane, granting them holdings in the Burning Shore in exchange for an alliance. At the dragon's command, Darlantir sealed the portal, awaiting the day both dragon and princess would return to the Plane of Fire at the head of an army to reclaim the exile's throne.

------------------------------
"On Abazuur's instruction the breach to the Plane of Fire has been closed. The arrival of the Princess Abulan and her household demands that we remove any remaining link to the city, lest we attract the ire of those she has angered. When she is ready, and when my lord commands it, we shall once again cross over, but this time with an army at our back." - Darlantir
------------------------------

UDOS DRO'XUN

Prior to the island's colonization circa 20 BR, the Underdark beneath Arelith remained largely unexplored and perilous. This changed with the arrival of drow refugees, survivors of a brutal Lolthite sect, who had been driven from their former city across a subterranean sea. These displaced houses established themselves in isolated, fortified compounds scattered throughout the Upperdark, relatively close to the surface. Though known to one another, the rival families remained divided until roughly 10 BR, when Matron Svairdin Elg'Cain and her sisters, Lithana and Delinia, led a unification campaign that ultimately brought them together. This effort culminated in the establishment of Udos Dro'Xun, a newly founded settlement in the Upperdark, located a short distance from the surface city of Cordor and connected to it through a network of underpasses and sewers. This proximity resulted in frequent skirmishes between the drow and the Cordor-based thieves' guild known as The Silent Hand, as both groups reaped profits through extortion and slavery. These years of conflict, along with the threat posed by Surface forces, ultimately forced the drow to begin an excavation process deeper into the Underdark. While it would take several decades the city was painstakingly relocated into the deeper layers of the Lowerdark, restricting access between the settlement and the surface. This refounding would find the city constructed atop a sprawl of towering stone pillars straddling a huge subterranean abyss. Interconnected by suspension bridges and adorned with awe-inspiring architecture, the city became the heart of regional drow culture under the rule of a strict, dogmatic Lolthite orthodoxy. While the settlement boasted many landmarks of renown, the Magical Clock, Temple of Lolth, Tower of Sorcere, Slave Market, and City Gates upon which the Laws of Lolth were inscribed were the most notable.

As the drow of Udos Dro'Xun began expanding into the surrounding region, they constructed a series of portals modeled after those created by the Thayans on the surface. Two of these were established deep within the Lowerdark and designed with significantly greater power to counteract the destabilizing effects of the Faerzress. The first, known as the Vault Portal, was destroyed during The Deluge of 96 AR, while the location of the second was lost amidst the turmoil that followed. It would be rediscovered years later, though its magic had diminished, allowing only one-way passage.

House Elg'Carin would hold dominance as the First House of Udos Dro'Xun for decades after the city's original founding before being absorbed into House Dria'fiend after the defeat of their then-ruling Matron Vilia Elg'Carin. This marked the beginning of a decades-long succession of noble houses that rose to claim the title of First House in the ever-shifting hierarchy of drow political power. Among the most prominent of these were Houses Baenre, Vraevir, Z'Ress, Dy'nin, Drak'aa, Xymox, Melana, Z'kath, Hlathrae, Al'Truissa, Mae'arn, Xeth're'dane, Auvryviir, and Zar'Rocc.

THE VAULT

Whether by deliberate design or geological accident, access to Arelith's Lowerdark was confined to a single entry point within an immense subterranean cavern complex known as The Vault. Reaching this site required a descent of several hundred meters through a passage located within the ruins of the fallen city of Tollidor or, later, via a portal created by the drow. Recognizing the location's strategic importance, the drow of Udos Dro'Xun fortified The Vault by constructing a metal dome over the Lowerdark's entrance and installing double gates spanning the twin bridges leading to its threshold, each sealed with heavily reinforced locks.

To safeguard the gate keys, drow mages of the Tower of Sorcere used potent arcane magic to dominate and enslave two powerful dragons, assigning one to guard each key. These dragons were imprisoned in key chambers that branched off from opposite sides of the central Vault. Despite these formidable precautions, the lure of the Lowerdark's riches proved irresistible, and many adventurers risked their lives in attempts to slay the dragons and obtain the keys.

Following the exile of House Freth and House Claddath, declared renegades by Udos Dro'Xun for their defiance of the Temple of Lolth's orthodoxy sometime after the city's founding around 10 BR, a new defensive measure was implemented. As a condition of their banishment, the two houses were relocated to opposing fortresses constructed within the former key chambers following the release of the dragon guardians. Each was entrusted with a single key, their house securing only one of the two gate locks. Due to the intense rivalry between the Exile Houses and their mutual conflict with the rest of the Underdark, it was considered unlikely that both keys would ever be used in unison. In this way, the horrors of the Lowerdark, such as the mind flayers of Izlude's Torment and beholders lurking below, would remain sealed away behind gates that could never be fully opened.

JHARED'S TRADING POST

Before the Great Banishment of 20 AR, a duergar merchant named Jhared arrived in the region and brokered a rare accord with the drow of Udos Dro'Xun. Together, they established a neutral outpost, an unprecedented trade hub linking the Underdark to the surface realms of Arelith. It became the only subterranean location where merchants from across the lands could conduct business in relative safety. Within its boundaries, conflict was strictly forbidden. Beyond them, however, travelers remained at the mercy of wandering drow patrols.

Surrounding the central structure, a variety of vendors catered to travelers. Kashard specialized in traps, snares, and lockpicks. Khazz Jhirakk was known for his overpriced, often dubious goods. Griggle catered to the eccentric buyer with a selection of furniture and domestic trappings. The Caravan Master, a son of Hrglin, managed overland trade routes via pack rothe, charging a one-time fee of 2,500 coins. For the adventurous, a devilish transporter offered one-way passage to the infamous Cloven Hoof tavern in the infernal city of Dis for the price of one ten-thousandth of your soul. At the heart of the outpost stood the trade hall and tavern, operated personally by Jhared. Under his strict oversight, the facility provided secure banking, gem appraisal, crafting stations, well-stocked shops, and a public message board for news and announcements. Nearby, a strict no-magic arena offered a space to resolve disputes or prove one's skill in combat under equal terms.

------------------------------
"This is the drow's home. Only by their permission could I set up this here Trading Post. Further south, you're fair game to them. Treasures in the Vault, cavern with a locked dome in the center, leading to the deepest Underdark. Sealed by the two Drow Houses." -Jhared
------------------------------

Though the original trade post was eventually lost to the calamities that followed, an echo of it endures, tethered to Andunor within the Plane of Shadow.

URBLEXIS GROND

Urblexis Grond was founded by refugees in the wake of the Great Banishment of 20 AR, a pivotal event that forced many of the surface's monstrous races into the depths of the Underdark. Before this upheaval, it was common for goblins, kobolds, duergar, and deep gnomes to live openly on the surface.

------------------------------
"The first ones who came here, kobolds and goblins are already grow old. There was once a time when many lived above and few below. Goblins, kobolds, duergar, and deep gnomes, living on the surface in fear of what lay beneath. These lands were named drow and all that were not slave to them was enemy. And so it was, for a long long time. Till a duergar came, Jhared, the merchant. He went to the drow with a deal. A trade post, open to all and a neutral ground. He sought sanction to build it, rule it, to serve the drow but as no slave. All was arranged and all plans set. Surfacers would come too, but less safe for them than for us. One step beyond Jahred's Post and the drow would take them. Well where one duergar comes so do others. Kobolds, goblins, some gnomes. Jhared and the drow prospered. But Surfacers soon grew wary of those that walked in both worlds, duergar and deep gnomes in their cites and towns were called allies of the drow, conspirators and spies. The lord of their city passed a decree of exile. Named monster they would become such to their eyes evermore. A night of blood and fear. Each one scurrying for the nearest cave. An army of refugees descended below. Jhared did not welcome them. The drow granted them, a cavern and no promised made. Urblexis was built. Duergar giving up life in their citadel, svirfneblin from the village that ever wars with the drow, goblins from the shallows and kobolds from the depths. The orogs came later, settling Urblexis to keep them safe from the drow." -Vignar Kepesk
------------------------------

While details about the city's construction and architecture remain scarce, its legacy is well documented. Notable among these records are the rise of Skeflock, a svirfneblin who became the first to be elected Tyrant in 29 AR, and the establishment of the Oogooboogoo goblin clan.

BONEFIELDS & OBSIDIAN ASYLUM

Long before its eventual discovery by Urblexis Grond forces in 30 AR, the Bonefields served as the battleground of two ancient liches, Jhaerem and Mohrk. For nearly five centuries the pair entertained themselves with a grim contest known as Blue Orbs. A game in which two enchanted spheres were placed at opposite ends of a vast subterranean cavern, each compelling legions of undead to fight endlessly in their defense. Driven by the necromantic power bound within the orbs, the conflict raged endlessly, sculpting the cavern into a perpetual battlefield.

In time, the game lost its appeal. The liches withdrew to the deep reaches of the Lowerdark beneath a region known as The Vault. Before their departure, however, they erected the Obsidian Asylum near their old arena, a trial-filled edifice discovered in 33 AR. Designed as a monument and pilgrimage site in homage to the god Jergal, the Asylum continues to draw seekers of arcane lore and divine mystery, lured by whispers of forbidden knowledge.

As of this writing, both Jhaerem and Mohrk are believed to have either departed the island or met their end in the aftermath of the Deluge of 96 AR.

II. PRE-CATACLYSM EVENTS

-LIBRARY AFLAME-
05 AR

During a raid by drow agents of House Claddath, the Cordor Library was set ablaze. In response, Aristotlus Bibliophilius led a counteroffensive through the city's sewers that advanced as far as the gates of Udos Dro'Xun before being driven back.

-DISGRACE OF HOUSE DRIA'FIEND-
ca. 12 AR

The biggest embarrassment to Matron Shairin Dria'fiend during her reign was not her half-drow son but rather the betrayal of her second daughter, Layra, who left Udos Dro'Xun to wed a surfacer: Ryan Valtheran, the ruthless Banite Dreadmaster of Stonehold. Their carnal union, consummated in blood and ambition circa 12 AR, marked her ascent as Dreadmistress of Stonehold, where she cast aside her birthright and took the new name Lana Valtheran.

-FALL OF HOUSE ELG'CARIN-
16 AR

Shairin Dria'fiend, Matron Mother of House Dria'fiend, orchestrates the downfall of her rival, First House Elg'Carin, aided by the betrayal of the males Kirraz and Veynor. With House Elg'Carin dismantled and absorbed into her own ranks, Matron Shairin ascends to the position of First Matron, ruling over Udos Dro'Xun for the next decade until her sudden and secretive departure from the region.

-THE DARK BAZAAR-
33 AR

The Urblexis Grond Trade Guild hosts the Underdark's first recorded trade fair in Udos Dro'Xun in collaboration with House Dy'nin, with the goal of improving relations between the two settlements.

-GRONDIAN & WHARFTOWN WAR-
35 AR

Skeflock, Tyrant of Urblexis Grond, leads an army to siege the surface settlement of Wharftown. In retaliation, Captain Biad Scheppen of Bendir organized a counteroffensive that forced the svirfneblin forces to retreat into the Underdark.

-BATTLE OF GAMBLER'S BLUFF-
35 AR

A large Underdark army, led by Skeflock the svirfneblin Tyrant of Urblexis Grond, seized the small palisade fort on Gambler's Bluff for nearly a week in an attempt to create a surface outpost. The Underdark force eventually withdrew after repeated counterattacks from a Cordorian coalition army.

-INSURRECTION OF HOUSE Z'KATH-
ca. 38 AR

House Z'kath was established by the priestess Ami'anthrade in the aftermath of House Dy'nin's collapse circa 38 AR. Seizing the opportunity presented by the resulting power vacuum, the house swiftly rose to become the Second House of Udos Dro'Xun, consolidating influence over the Melee Magthere with support from Nathrae and Eowadra Xilodel'yn. Despite its early prosperity, House Z'kath ultimately met its downfall after launching an abrupt rebellion against First House Drak'aa and the city itself, claiming divine visions from the Goddess Lolth commanded the destruction of Udos Dro'Xun. The uprising failed, leading to the nobles' exile and the scattering of their followers, who either left the island or were absorbed into other houses.

-MILLIKIEK'ZZTTS REVENGE-
39 AR

The Shadow Dragon Mllikiek'zztts, disguised as the gnome Zedeln, conspired with a traitorous drow male to create a golem army and overthrow the Lolth controlled city of Udos Dro'Xun in order to install a Magocracy. The plot was exposed by Urblexis Grond Tyrant Skeflock, who joined forces with First Ilharess Ulath'Taller of Udos Dro'Xun to eliminate the threat.

-SECOND GRONDIAN WAR-
42 AR

In the decade of 42 AR, the city of Udos Dro'Xun was ruled by noble Houses in hierarchical order: First House Drak'aa, Second House Z'kath, and Third House Xymox. During this period, House Drak'aa enforced a strict doctrine of drow racial purity, marginalizing other Underdark races. Tensions escalated when Pharyx, a drow male renowned for his bardic talents and passion for languages, was publicly flogged by Archpriestess Aun'Quav for trading True Strike potions with the non-drow inhabitants of Urblexis Grond just beyond their city's gates. Disgraced and humiliated, Pharyx crawled to the new ruler of Urblexis Grond, Tyrant Murag who had replaced the Tyrant Skeflock, and begged for retribution. Moved by Pharyx's past goodwill, especially his friendships with the deep gnome Satho Cradfoot and goblin Merago Sappo, Murag agreed. His agents assassinated Archpriestess Aun'Quav, and Pharyx fled to House Xymox, where he was granted sanctuary. By offering refuge to Pharyx and aligning with Urblexis Grond, House Xymox rose in prominence. Enraged by this alliance, First Matron Oblodra Dra'Kaa declared war on Urblexis Grond. As the war dragged on without resolution, Tyrant Murag abdicated, passing leadership to the kobold Orn Gixi. Under Gixi's rule, the conflict swiftly concluded with Urblexis Grond surrendering and becoming a vassal to Udos Dro'Xun.

-GRONDIAN REBELLION-
42 AR

A rebellion against drow rule in Urblexis Grond, led by the newly elected svirfneblin Tyrant Satho Cradfoot, reignited long-standing hostilities. In retaliation, a large drow force from Udos Dro'Xun launched an assault on the city, breaking through its gates after a brutal battle with the rebels. The settlement was ransacked, and the uprising was violently suppressed. Despite this military victory, political unrest in Udos Dro'Xun and growing war-weariness among its populace pushed the First Matron Oblodra Dra'Kaa to broker a truce with the insurgents. However, the peace did little to ease Urblexis Grond's subjugation. The only concession was the removal of House Dra'Kaa as the ruling First House, replaced by the more conciliatory House Xymox. Following the next election, Satho Cradfoot and his closest allies were exiled from the city for their role in the uprising.

The rise of House Xymox was brief. Disillusioned with its ruling Matron, the drow male Pharyx defected to House Dra'Kaa alongside Tow'cinq Noqar. With Pharyx's oath of loyalty eliminating the threat of retaliation from Urblexis Grond, Matron Oblodra Dra'Kaa launched a swift and savage attack, annihilating House Xymox. Their estate was sacked, and every member slaughtered in a single act of carnage. With House Xymox wiped out and no support remaining from Urblexis Grond, Oblodra Dra'Kaa reclaimed her title as First Matron of Udos Dro'Xun, appointing Pharyx as Ambassador of Udos Dro'Xun.

-RISE & FALL OF HOUSE MELANA-
43 AR

Founded by two sisters, Vastra and Imithra, House Melana would ascend to noble status following the fall of House Xymox in 43 AR. Striking a deal with First Matron Oblodra Dra'Kaa and leveraging their political prowess, the sisters secured the vacant position of Third House. Shortly after obtaining power, Vastra claimed to have received visions from Lolth and left the city on a spiritual journey. Imithra later died under mysterious circumstances, leaving her daughter, Silithra, to lead. As Matron, Silithra guided House Melana through the ensuing conflict between First House Dra'Kaa and Second House Z'kath. By the war's end and Z'kath's downfall, she successfully positioned her house to rise as the new Second House.

Unfortunately, Matron Silithra became complacent and paranoid of losing her hard won position. Choosing to remain sequestered within her compound, rarely leaving, and delegating house administration to her second Umrae'fryn. Little by little, support for House Melana dwindled until they were undone by internal treachery and rival houses seeking their position.

-BAATOR'S AWAKENING-
39 to 53 AR

In 39 AR, the Nine Hells succeeded in corrupting several portals on the island of Arelith, transforming them into gateways to Baator. This act was part of a broader scheme to create a new front in the Blood War, extending the conflict through the Material Plane into the Abyss itself. A coalition of surface forces ultimately repelled the devilish incursion, managing to close one of the nine gates. However, this victory came at great cost with the collapse, destruction, or irreversible degradation of many Thayan-constructed portals across the island.

Years later in 53 AR, the First Matron of Udos Dro'Xun, Oblodra of House Drak'aa, mobilized a unified force from the Underdark to strike at the remaining eight portals. Her goal was to infiltrate Baator and seal the gateways permanently. However, her plans were undermined from within by the kobolds Vippin and Orn Gixi, who conspired to keep the portals open for their own purposes. Although the Matron's mission ultimately failed due to their sabotage, her forces succeeded in securing a tenuous foothold in Minauros' Valley of Skulls, following a fierce battle between drow and Baatorian legions.

-RISE OF HOUSE ZAR'ROCC-
56 AR

Archpriestess Nives Zar'Rocc casts down her mother, First Matron Oblodra Drak'aa, denouncing her as a traitor to the faith. With ruthless conviction, she seized the mantle of First Matron of Udos Dro'Xun. In honor of her ascension, House Drak'aa is rechristened House Zar'Rocc. Under Nives's rule, the Second House Xeth're'dane was driven from the city through a relentless campaign of attrition. One by one, its noble members were hunted down, forced to flee, or killed until none remained.

Overthrown but not destroyed, the heretic Oblodra Drak'aa, long a secret servant of Ghaunadaur, would eventually retreat into the maddening depths of Pandemonium after formally aligning herself with the cult. Over the ensuing decades, she constructed a vast prison to contain and harvest planar beings. At her side, the Oozemaster Rei'zorc aided in binding the Demon Lord Zan-Yfranoth, enslaving the abyssal entity to her will. With its power, Oblodra gathers a demonic legion and immerses herself in mastering the arcane art of planar travel. Even now, she waits with her gaze fixed upon Andunor, plotting vengeance against the bloodlines of Udos Dro'Xun and the reclamation of her stolen throne.

III. THE CATACLYSM
61 AR

In a calculated preemptive strike and prelude to future invasions, the elder brains of Izlude's Torment unleashed a devastating psionic assault on the settlements of Urblexis Grond and Udos Dro'Xun in 61 AR. The resulting psychic shockwaves reverberated through the Underdark, collapsing or reshaping vast networks of tunnels and caverns while inflicting widespread damage on both cities. Amid the upheaval, the containment gates within The Vault were compromised, weakening the long-standing defenses that had held the illithids in check and granting them access to the wider Underdark.

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"Until the Cataclysm, the illithids has been kept under guard. Since then, they have managed to escape to the caverns above and to Udos, Grond and other places. There is a weak illithid right outside the Vault portal. Likewise, thralls are seen in many places: Duargar thrall between the beholder and the illithids caverns, orog thrall in the Tribal Caverns and more. Drow thrall are frequently seen within Udos itself. An undead alhoon for some reason runs the tavern The Restful Mind at the delta of the river." -Fraya Stensamler
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IV. POST-CATACLYSM UNDERDARK
61 AR to 96 AR

PIT TOWN

Following the collapse of the Underdark's two principal settlements, survivors converged on the Pit of a Thousand Sorrows, drawn by a latent anti-psionic anomaly discovered in the region. Seizing upon this natural phenomenon, the drow mage K'Shilna Drak'aa from the tower of Sorcere established a potent psionic shield that further protected the area. Unexpectedly, the ward also rendered acts of violence within the settlement impossible.

------------------------------
"Now illithid slaver patrols roam the area, snatching any whom they come across. But not in Pit Town. His (K'Shilna Drak'aa) work places a great shield about the town. The illithid cannot enter, for they are psions, and the field the machine emits causes them great pain and prevents them from blasting the minds of others. Pit Town can't attack with it. It's stuck in place. Even if it were small enough to be moved, it relies heavily on the precise positions of local concentrations of faerzress. Recalibrating it would take days, if we could even find enough sources close to the battlefield. Faerzress is Ambient magic that pervades the Underdark. It's said to be a remnant of the forces that shaped the Underdark terrain. Basically, it's power, and the machine uses it." -Unknown Citizen
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As word spread, refugees flocked to the burgeoning community. In 62 AR, Vippin the Nineth Tyrant of Urblexis Grond was elected Regent, becoming its first official leader.

RUINS OF UDOS DRO'XUN

Many drow returned to the ruins of their once-great city, determined to rebuild their fallen empire. Though it never regained its former splendor, their efforts achieved modest success, enabling the faith of Lolth to flourish and fueling continued ambitions for regional dominance. Among the few surviving institutions was the tower of Sorcere, which, though nearly destroyed in the devastating psionic assault by the elder brains of Izlude's Torment, remained active within the city alongside several enduring noble houses.

RUINS OF URBLEXIS GROND

The goblin clan Oogooboogoo returns to the former settlement in an attempt to build a new kingdom among the ruins. Their efforts, however, met with far less success than those of the drow.

BLINGSTONHOLD

In the aftermath of The Cataclysm, the deep gnome Permistone guided the surviving svirfneblin of Urblexis Grond to a newly exposed cavern entrance, revealed by the shifting tunnels of the Underdark. There, in 62 AR, they founded the settlement of Blingstonhold. In the years that followed, this haven came to be known as The Great Grotto. However, following the unrest and political upheaval surrounding The Almost War in 79 AR, the Grotto withdrew from wider Underdark affairs. Years later, in secret, its leaders extended a hand to the dwarven stronghold of Brogendenstein, seeking formal entry into the Earthkin Alliance and with it, the shield of its protection.

V. POST-CATACLYSM EVENTS

-RISE & FALL OF HOUSE AUVRYVIIR-
73 AR

After awakening and escaping from mind flayer captivity, Matron Lanii'dae founded House Auvryviir alongside Aph Astros and Olyth Victus in 73 AR. The house would go on to play a pivotal, though often contentious, role in Udos Dro'Xun politics until their abrupt disappearance in 77 AR.

-FALL OF HOUSE ZAR'ROCC-
76 AR

House Zar'Rocc held dominion over Udos Dro'Xun from 56 AR to 76 AR. During this time, Matron Nives Zar'Rocc vanished under mysterious circumstances, leaving leadership to her daughters, Xunmice and Fade. Eventually, the disgraced Matron Natelie Al'Truissa maneuvered her way into power, becoming Matron of House Zar'Rocc. Within a year of seizing control, she orchestrated a war against Pit Town in 76 AR and engineered the downfall of her adoptive house. An act of calculated revenge for the earlier fall of House Al'Truissa years before.

Following the fall of Zar'Rocc, House Hlathrae under Matron Vay'olin rose to power and claimed the title of First House. Though their dominance was short-lived, persistent rumors suggest they may have secretly influenced Zar'Rocc's downfall.

-UDOS & PIT TOWN WAR-
76 AR

Tensions between Pit Town and Udos Dro'Xun, widely attributed to the machinations of the ruling First House of Zar'Rocc under Matron Natelie, ultimately escalated into open warfare. The conflict would come to a conclusion with the collapse of House Zar'Rocc later that same year.

-UDOS & BLINGSTONHOLD WAR-
78 AR

Seeking dominance over the Underdark, Udos Dro'Xun launches a campaign to subjugate all regional settlements. This expansionist policy was ultimately brought to an end through the diplomatic maneuvers of Fraya Stensamler, Regent of Blingstonhold, who negotiated an armistice to halt the fighting.

-THE ALMOST WAR-
79 AR

In 79 AR, the First Matron of Udos Dro'Xun issues an ultimatum to Blingstonhold: surrender or face destruction. Regent Fraya Stensamler once again defused the crisis through diplomacy, narrowly averting yet another war. However, this latest drow provocation spurs her into enacting a plan to permanently secure Blingstonhold by destroying its only cave entrance, which allowed unrestricted access to the settlement, using explosives gathered from Pit Town. While the operation secured Blingstonhold for svirfneblins, rendering the settlement accessible only via a magical portal, the political backlash led to Fraya's resignation. In the years that followed, she would author numerous books before dedicating her life to the Library of Andunor following the city's founding in 96 AR.

VI. THE DELUGE
96 AR

In 96 AR a catastrophic flood, believed to have been caused by a migrating brood of aboleths, engulfed the Lowerdark and parts of the Middledark. Settlements such as Udos Dro'Xun, Urblexis Grond, and Pit Town were completely submerged and lost. In response, Underdark denizens fled upward to the relative safety of the Upperdark. Noble Houses Freth and Claddath set aside their personal vendetta to abandon The Vault, sealing its Tollidor entrance behind them. Over time, the floodwaters slowly receded, but not before permanently reshaping the Underdark's landscape. Even now, remnants of the catastrophe remain visible in waterlogged tunnels and vast subterranean aqueducts, some connecting directly to the surface oceans, allowing passage for seafaring vessels.

VII. CONTEMPORARY UNDERDARK
96 AR to 184 AR

ANDUNOR

In the aftermath of The Deluge, survivors from Houses Freth and Claddath led a desperate migration through the labyrinthine tunnels of Arelith in 96 AR, founding the new city of Andunor near the site of Jhared's Trading Post in the Upperdark. Conceived as a city of trade, it was open to all, serving as a neutral ground where relations with the surface might be tempered through trade. At the heart of this new settlement lies its commerce epicenter. An autonomous trade hub overseen not by noble drow houses or traditional power structures but by the enigmatic Hub Master and his loyal enforcers, the Peacekeepers. This formidable independent security force is composed of the Jaggaroth: fiendish half-blood slaves bred in Gracklstugh, gelded in their youth, and bound by lifelong contracts. Inherently loyal and devoid of ambition, the Jaggaroth serve as incorruptible guardians of Andunor's trade, commanded by the grim and unyielding Malhanar-Vakrith Galat.

Under the Hub Master's direct domain is the East Wheel, which wraps around the Hub like the rim of an irregular circle. This section houses the city's Assassins Guild, Peacekeeper Guard House, House of the Oozemaster, bridge to the Sharp's District, and entrance to the Boreal Keep Lobby. Opposite it is the West Wheel, which houses the city's Slave Pits, Forge Hall, Spider's Web Tavern, Land Brokerage, and bridge to the Devil's Table District. Lastly is the Deep Gate, the fortified primary entrance into the city of Andnuor, guarded and garrisoned by the Jaggaroth. Additionally, Peacekeeper forces secure a small city gate near the flood plains, safeguarding the vital farmland on the city's outskirts known as the Rothe Fields that provide essential sustenance to the citizenry.

With the city's population steadily rising since its founding, Andunor has expanded far beyond its original boundaries. What began as a settlement under the dual stewardship of Houses Freth and Claddath has grown into a sprawling urban expanse, now comprising a diverse array of districts that reflect the city's evolving identity and its role as a haven for outcasts and surface-world refugees.

= DEVIL'S TABLE =

The infernalists of House Freth seized upon the founding of the new city to establish themselves as the de facto rulers of the Devil's Table District. While they allow citizens to elect their own leaders, all governance remains under the watchful eye of House Freth. The district soon became home to three prominent institutions: the City Colosseum, the Great Temple, and the City Library.

= THE SHARPS =

In contrast to the Devil's Table, the flesh crafters of House Claddath asserted their control over the Sharps District, permitting local elections under their strict oversight. Built from the salvaged ruins of Urblexis Grond, painstakingly relocated stone by stone by the industrious Oogooboogoo goblin clan, the district would come to house several key institutions: Bank of Andunor, Ogre Caves, City Theater, House of the Troglodytes, Communal Caves, a minor Temple, and the Secondary Gates into the city.

= BORAL KEEP =

Following the destruction of the original Sorcere of Udos Dro'Xun in the Deluge of 96 AR, survivors re-established a modest facility within the newly built Library of the Devil's Table District. Over the next three decades, this New Sorcere would be refounded multiple times under various leaders. A major transformation began in 135 AR with the conception and construction of a new guildhall suspended within a wintry demi-plane, complete with an adjoining sub-dimensional Maze complex. Completed in 138 AR and anchored to the Hub of Andunor, Boreal Keep became the Underdark's new center for arcane scholarship. New Sorcere was formally renamed the Erudite Arcanum and its founder, Sol'vyr, was succeeded by Helen Lustar by direct appointment. Sol'vyr would go on to oversee the indefinite maintenance of the Boreal Keep and its demi-plane. The Erudite Arcanum soon grew to rival the surface's Arcane Tower in both breadth of knowledge and freedom of magical study.

= TREADSTONE LOCKS =

Formerly known as the Upperdark Shipyard, Treadstone Locks underwent extensive redevelopment in 141 AR, gaining Shops, a Tenement Building, a Ship Berth, Private Residences, and a Magical Portal. While not as refined as other districts, it remains free from centralized control, offering its inhabitants the rare freedom from displacement or eviction by elected officials.

= SALTSPAR =

Once a modest outpost in the Middledark, the area underwent massive reconstruction in 168 AR thanks to generous monetary donations from Underdark citizens. Upon completion, the area evolved into a major holding of Andunor and was officially renamed Saltspar. Its improved amenities include the Oculus Station, the Restful Mind Tavern, and Andunor City Prison.

= ZURKHWOOD GROVE =

Hidden within the Middledark, the grove stands as a sanctuary of nature amid the surrounding chaos. Tended by druids of the deep, it holds no allegiance and claims no political ties, as its sole purpose is to preserve the balance of the subterranean natural world.

= GREYPORT =

The construction of Greyport was completed in 137 AR with the establishment of an Embassy of Gracklstugh, marking the first instance of a permanent foreign interest in Andunor's affairs. In 152 AR, Greyport was formally designated as a distinct city district and held its inaugural elections. Significant renovations took place in 172 AR, most notably the construction of the imposing Red Tower. Several years later, the district saw the completion of the Boneyard, providing Andunor with its first dedicated cemetery.

= TRADE POST =

Around 141 AR, the Ogre Fist Trading Company established a new Trade Post in Upperdark. Though small in scale, it provided residents with improved access to the surface and a measure of autonomy from Andunor's influence.

LOWERDARK

Over the years, receding floodwaters eroded the landscape and uncovered multiple new passageways into the Lowerdark, bypassing the collapsed tunnel complex known as The Vault. These fresh breaches have created new migration routes for monstrous creatures, leading to a surge in Lowerdark inhabitants and rendering the region even more inhospitable. Fortunately, most of these competing races remain focused on battling one another over scarce territory, showing little interest in pushing upward into the more populated reaches of the Underdark. Compounding the threat, a dramatic rise in Faerzress activity has further destabilized the region.

Additionally, a Cult of Baphomet, primarily composed of escaped Minotaur slaves from Udos Dro'Xun, settled within a vast underground mountain near the ruins of their former city. Eventually, the cult opened a rift to the Endless Maze, becoming corrupted by its influence. Before doing so, however, they managed to summon the avatar Milfanito, who now lies sealed atop the mountain, imprisoned behind a portal protected by two mystical orbs.

FALLEN UDOS DRO'XUN

As the floodwater slowly receded in the years following The Deluge, the lost ruins of Udos Dro'Xun emerged again in 126 AR during the First Illithid War. Near the conflict's end, the city's ruins were liberated from mind flayer occupation by the sudden arrival of a Githyanki warband, which currently holds the city as of this writing. Their reasons for remaining in the ruined settlement remain uncertain, but given what is known of their race, it is likely connected to the nearby Mind's Eye colony and the illithid activity in the region.

IZLUDE'S TORMENT

The illithid of Izlude's Torment were not spared the devastation brought by The Deluge in 96 AR. The catastrophic floodwaters submerged their colony and killed the ruling triad of elder brains. In the aftermath, the surviving mind flayers sealed themselves off from the outside world, leading most to believe the colony had been destroyed. In secret, they called upon the resources of the greater illithid empire, patiently rebuilding as a new elder brain matured. Their return came in 126 AR, heralding the onset of the First Illithid War. Though the illithid have re-established themselves as a formidable threat in Arelith, they no longer dominate the Underdark as they once did. Their continued ambitions of conquest are now tempered by the emergence of powerful rivals, including the Wyrm Orias, Noisesome God, Alhoon, Titans of the Depths, Beholders, and the city of Andunor itself. Nevertheless, the Mind's Eye colony has not relinquished its goal of subjugating the Underdark and destroying Andunor to reclaim the livestock that escaped them so long ago.

SLAVER'S TOWER

Once few in number, the deviant illithid who rejected their species' life cycle in favor of undeath have since grown in both presence and influence on Arelith. After the event known as The Deluge, a small enclave of these Alhoon recovered the corpses of all three elder brains from the Izlude's Torment colony and transported them to the summit of their tower near Saltspar in the Middledark. There, the Alhoon conducted experiments on the remains, eventually succeeding in resurrecting one of the elder brains in undeath to attempt communion with it. However, the method used to reanimate the brain drove it irreparably insane, rendering its vast repository of ancient knowledge inaccessible. Despite this failure, the Alhoon inadvertently gained a powerful defense as the presence of the undead elder brain has deterred their living illithid kin from attacking, as destroying it would permanently sever access to secrets vital for their kind. As a result, both factions remain paralyzed in a tense stalemate until a way is found to commune with the undead elder brain.

VIII. CONTEMPORARY EVENTS

-MINMIR & ANDUNOR WAR-
98 AR

Dread Lord Vistigor Torkill of the Minmir Church of Bane attempts to seize control over the Sharps District through voter manipulation of a forthcoming election. Matron Va'sarra of House Xun'viir exposed and contested his scheme, sparking a brutal conflict between the two factions. The dispute culminated in the Hub, where the drow emerged victorious from a pitched battle, forcing the banites to abandon their political ambitions within the Underdark settlement.

-FIRST ILLITHID WAR-
126 AR

Echoing the conflicts of the past, Houses Freth and Claddath became embroiled in an escalating arms race, marked by growing tensions and scattered skirmishes. Peacekeeper presence in the Hub doubled as the specter of civil war loomed. The tension shifted when scouts from the Iron Order of Elven Death reported that receding floodwaters had revealed the ruins of Udos Dro'Xun. Arakh, Son of Mog and leader of the Sharps District, led an expedition to investigate. At the site, they found Freth and Claddath forces already battling for control of the ruins, only to be ambushed by illithids from Izlude's Torment, a colony believed destroyed. With the mind flayers now possessing Udos Dro'Xun, the expedition was forced to retreat to Andunor bearing grim news. The illithid menace from the Lowerdark had returned.

Throughout the unfolding crisis, it was discovered that the Mind's Eye colony had survived under the guidance of a young elder brain, its predecessors presumed lost during the Deluge that submerged the Lowerdark in 96 AR. After confronting a psionic projection of this fledgling elder brain, Princess May'riina Xun'viir retrieved a crystalline splinter which she later forged into a device called the Mind Shard. With the illithid threat now undeniable, Houses Freth and Claddath ceased hostilities to unite in defense of Andunor. Control of Udos Dro'Xun was eventually wrested from the mind flayers by the arrival of a Githyanki warband, which established a forward operating base among the ruins. No further contact with the Mind's Eye colony occurred until the onset of the Second Illithid War.

-THE SPIRE-
127 AR

Nestled within the oppressive mire of Minauros stands a grim obsidian spire, once the sanctified stronghold of the orthodox Lolthite drow of Udos Dro'Xun. Erected during the era known as Baator's Awakening, it served as a bulwark against the encroaching infernal forces threatening to pierce the veil between the Nine Hells and the material realm of Arelith. More than a mere outpost, it was a forward bastion in the planar war for sovereignty. Its entrance was once bound by protective wards that only opened to a scared Lolthite invocation "Lolth Tlu Malla," a praise to the Spider Queen. While its core purpose lay in the study of infernal entities and the defense of the Underdark from their corruption, it also housed a powerful interplanar scrying nexus. Uniquely, the tower's enchantments could be utilized by even those lacking access to the Weave, a gift of divine provenance rather than arcane design. Yet, such favor proved fleeting. Roughly a decade after its consecration, the spire fell from Lolth's grace. In divine wrath, the statue of the Spider Queen that once stood as guardian in the foyer animated and descended upon her faithful, razing the magical infrastructure before collapsing into ruin. With its powerful magics broken and enchantments lost, the tower was soon abandoned.

Decades later, in 127 AR, forces of House Freth arrived under the command of Solfryn Freth, comprising mostly lesser races and bound devils. Having secured a pact with the third circle's ruling archdevil, they acquired stewardship over the tower and its surrounding territory. Though its previous occupants were long gone, the tower's arcane defenses remained active. The siege that followed left the spire heavily damaged.

------------------------------
"Those backward savages tasked with purging the Tower's old defenses ended up ruining most of it in the process; it pains me to note that even the statues of the Goddess seem to have been defaced during the assault. A mistake I would see those fools pay dearly for once they have outlived their potential usefulness and we've moved onto the next phase."

"As unfortunate as this collateral damage was however, I cannot bring myself to feel regret. For no sacrifice can be too great in pursuit of the Liberation. This outpost will prove singular in securing the interests of Vaunted Freth upon the time of Advent." -Unknown Freth
------------------------------

Though the spire's original enchantments were lost, House Freth reclaimed the site to serve a more enigmatic and far-reaching purpose.

-THE THANE'S WAR-
142 AR

In the twilight of Thane Ghestaldt's reign, Brogendenstein waged war against Vance Gravelle, a Cyricist tyrant ruling Andunor's Sharps District. Though suffering a setback at the Battle of Minmir Bridge, the dwarves ultimately triumphed, halting Gravelle's surface campaigns. A subsequent assault on Andunor by the dwarven army would seal Brogendenstein's victory.

-RISE OF THE SHADOWCLAW-
156 AR

In 156 AR, a pale, black-scaled kobold mage named Krukt, formerly an independent operator within Andunor, chose to invest his accumulated wealth into founding a new tribe. This tribe was distinct from both the Dustwrought, who followed Asgorath, and the Rosemaw, who pledged themselves to Tiamat. A devout follower of Shar, Krukt envisioned a kobold society that would channel their industrious spirit into building lasting wealth and reputation. The tribe grew gradually, and its direction changed when Krukt departed to wander the Shadow Plane. Leadership passed to Valks, who assumed the mantle of All-Watcher. Under Valks, the tribe shifted its religious devotion from Shar to Kurtulmak and the Ancient Ones. Since then, the Shadowclaw tribe has established a powerful and far-reaching presence in every district of Andunor, ensuring no kobold is ever taken as a slave.

The Shadowclaw tribe maintains a quiet yet potent influence within the city's complex power structure.

-BATTLE OF MINMIR FALLS-
159 AR

A formidable Underdark warband, commanded by the infamous "Witch of Lies," Sydney Harrow, engaged surface forces led by Coronal Anaria Liamytholen of Myon in a brutal battle atop the high ground near the Nexus Falls portal. The Underdark emerged victorious, withdrawing to Treadstone Locks with numerous prisoners, including the Coronal and Lord Zathlan Fen'ar. Although numerous captives, the Coronal among them, were subjected to harsh torment, several were eventually released or ransomed. For Anaria, the defeat, compounded by her own torture, inflicted a grievous and lasting wound upon her spirit, one from which she would never fully recover.

-SECOND ILLITHID WAR-
160 AR

A duergar flotilla brings the Seventh Legion of Gracklstugh to Greyport with the intent to strike against the colony of Izlude's Torment. Before the campaign could begin, Andunor was struck by a massive Psionic Resonance, seizing or destroying the minds of many inhabitants. Chaos followed as an army of mentally dominated creatures besieged the city's Flood Plain Gate. The assault was repelled, and Keeper May'riina of the Erudite Arcanum deployed resonance-dampening devices across the city. The mind flayers, psychically guided by an illithid brain suspended in containment known as a Think Tank, extended their attacks to Greyport and the Devil's Table. Following these battles, no further sightings of the illithid were reported, and the war quietly ended. Former Tyrant of the Sharps Vance Gravelle resurfaces to return the Mind Shard, stolen years earlier, to Keeper May'riina where it was secured within Boral Keep's notorious Maze.

-SKULL CRAG SCHISM-
167 AR

In his twilight years, Elder Ikarus, an ogre shaman of the Underdark city of Andunor, rekindled an old vendetta upon witnessing the continued aggression of Guldorand's militia against the ogre tribes of his homeland in the Skull Crags. Declaring open war, he assembled a fearsome warband of Underdark dwellers, pirates, and surface exiles. His campaign was calculated and fierce, striking at outposts and patrols, though he failed to win the support of neutral powers like the Heartwood Grove. A pivotal moment came with a daring assault on Guldorand's coal mines, which ended in his capture. The Matron of House Z'ress swiftly retaliated, launching a violent raid on the village of Westcliff that ultimately forced Ikarus' release. The victory, however, proved bittersweet. Not long after, Ikarus was summoned by the elders of the Skull Crag ogre clans, who denounced him and his efforts. Recognizing that his war had lost its cause, he called for a Moot of Peace, leading to a five-year truce between Guldorand and the mountain tribes. Yet the peace brought him no solace.

In 169 AR, feeling the weight of his years, Ikarus arranged a final ritual combat in the arena of Andunor. There, wounded and facing his chosen end, he fell in honorable battle to Arak. His final act a warrior's death, as he had always intended.

-ANDUNOR CIVIL WAR-
169 AR

The Andunor Civil War of 169 AR erupted following a scandal involving the Sharran High Priestess "Herald" Merwyn of the Church of All-Shadow, often referred to as the Void Cult. Once a respected figure within the Sharps District, Merwyn was covertly manipulated by agents of Myon's Black Archers into betraying the drow of Andunor, orchestrating ambushes under the guise of routine excursions. The death of Awcvaza Xel'vraxa proved a decisive moment, exposing Merwyn's treachery and provoking widespread outrage. The revelation deepened mistrust between the Church and the drow noble houses, especially House Xel'vraxa, who viewed the affair as both a betrayal and evidence of collusion with foreign interests.

Tensions intensified when it emerged that Zith Xel'vraxa had secretly served as an agent of the Void Cult. Her exposure came at the hands of Imri, First Daughter of House Xel'vraxa, who confronted Zith over her divided loyalties. The confrontation escalated into a violent clash with cult operatives, further destabilizing the city. In retaliation, Matron Mother Chenizra Xel'vraxa formally expelled the Church of All-Shadow from the Devil's Table, condemning their repeated subversions and holding the Sharps District accountable for harboring the sect. This expulsion marked a pivotal fracture in Andunor's political unity.

In the wake of the conflict, the Church of All-Shadow withdrew from civic and military affairs, including the War Council, a unified command structure spanning all districts. Though framed as a gesture to prevent further unrest, the withdrawal was widely interpreted as a concession of waning power. In the months that followed, the Sharps District underwent leadership reform, and popular support for the Void Cult steadily declined. Andunor, ever fractious, returned to its habitual discord, though notably without the shadow cast by Sharran influence.

-LORD EMBERS BALL-
176 AR

The Dragon Lord Aldahoon Embers sails into Andunor to host a lavish ball within Greyport's great Red Tower, assisted by Stink Spellworped, Adelyn Belle'rose, Kasima Shadowclaw, and Zunkurat. Following the event, Lord Embers' seneschal Elin'teerm uncovers a plot to ambush and kill his sire within a nearby local resource mine using explosives. The would-be attackers are slain, yet the betrayal struck deep. Enraged by the treachery, Lord Embers rescinded his ambitions to establish Greyport as a regional trade hub. As his ship departed, it turned broadside and loosed a brutal volley of cannon fire upon Greyport. While Andunor reeled and raced to quell the flames, rumors swirled, blaming everything from Myon sabotage to schemes of a criminal organization known as The Syndicate.

-SECOND DARK BAZAAR-
176 AR

A second great festival is held in Andunor under the guidance of Darruz Scumhand and Iyelle Ixit'shii. The event featured merchant stalls, performances, games, arena battles, trading scrolls, books, and songs.

-GREAT OAK AFLAME-
183 AR

In the year 183 AR, a formidable coalition from Andunor launched a coordinated and devastating assault against the surface settlements of Myon and Brogendenstein. This twin offensive was commanded by Princess Vasyrin Aurvryndar of the Devil's Table and Myryn Blightscar of the Sharps, bolstered by the war hosts of House Freth and the legions of Gracklstugh. Striking in tandem, the Underdark forces sought to overwhelm their surface counterparts. Brogendenstein's dwarven defenders successfully held their fortress, repelling the invaders with no significant losses. Myon, however, fared far worse. The elven defenders were driven back and forced to retreat into the heights of their treetop city, suspended high above the Arelith Forest in the boughs of an ancient Great Oak. Among the invaders was the Abyssal Wyrm Rendannath, a once-noble silver dragon and proud son of Darnoth, protector of Brogendenstein. Twisted by corruption and enslaved to the Abyss, his soul was bartered away to darker forces while his body was raised in undeath as a dracolich. In a terrible display of power, the undead wyrm descended upon Myon, unleashing his fury and consuming the sacred Great Oak of the Twilight Grove in Abyssal flame.

Though the defenders eventually rallied, bolstered by reinforcements from other surface settlements, and succeeded in driving back the drow offensive, the victory was hollow. The drow had accomplished their true aim. Rendannath's fire had placed a powerful curse upon the Great Oak, dooming it to decay from within. Without intervention the tree and, with it, the city of Myon would one day fall crashing to ruin upon the forest floor. Only through an alliance with the sylvan Summer Court was the curse halted and held at bay. But the bond is fragile. Should the trust between the surface elves and the forest fey ever falter, the curse will awaken once more, and the great city of Myon will fall, delivering the long-sought triumph into drow hands at last.

-----------------------------------
"A torment has been invoked at this soil, an evil without equal. The tall oak, the bastion of the Twilight Grove, despoiled by the unholy fire of Rendannath the Dead-Wyrm in its servitude to a host of reaving darklings from below earth. I stand here in vigil against the rot, the curse that festers within the oak. It cannot be cured, it cannot be dispelled by will or magic, but for as long as the alliance of Corellon's blood and the deep sylvan folk remain steadfast, so shall bark and trunk and root remain forever untouched by the evil within its core." -Faireloch the Treant-Priest
-----------------------------------

-ANDUNOR CIVIL WAR-
184 AR

In early 184 AR, Matron Wanre Z'ress assumed control of the Devil's Table district under House Freth's oversight, becoming its de facto ruler after an uncontested and coercively secured election. She initiated a series of sweeping reforms that sought to consolidate religious and political authority through a merger of temple and state. This involved elevating the Temple of Lolth's power, instituting economic incentives for temple-aligned merchants, and establishing dual councils of Matrons to ostensibly share governance. However, true control remained firmly with House Z'ress. Her most ambitious and lasting initiative was the centralization of power within the temple, designed to bolster House Z'ress' dominance across both civil and spiritual spheres.

The fragile balance maintained by these reforms collapsed within a year, as Z'ress's alliance with the Sharran House Loslansiran, long distrusted by the Sharps and Greyport districts, fueled inter-district tensions. Civil war broke out after a series of provocations, including the assassination of Greyport's elected leader, undisciplined battlefield conduct by Loslansiran allies, and the accidental killing of two Sharps soldiers during a botched attack in the city's Hub. The war, marked by retaliatory strikes, shifting allegiances, and blurred lines between internal and external actors, quickly engulfed all of Andunor. Though a brief truce was brokered by General Ja'kk in mid-184 AR, it collapsed when the Sharps' District elected leader Tharchion Myryn returned after an extended absence and rejected its terms, reigniting the conflict with fresh demands and ultimatums.

As violence spilled into the Hub, threatening its neutrality and trade, the Hubmaster's Peacekeepers were forced to intervene. They imposed a temporary peace by banning combatants from using the portal and enforcing strict penalties for further bloodshed. Yet fighting persisted in the districts, and despite temporary lulls, no lasting peace could be achieved while the root causes of personal vendettas, ideological divides, and political ambition remained unresolved. The eventual departure of House Z'ress from Andunor marked a dramatic, if incomplete, resolution to a war that had reshaped the city's power dynamics and left lasting scars on its governance.

CONCLUSION

Thus, this chronicle comes to its end. It bears repeating that this work does not, and could not, capture the full breadth of all that has transpired over the ages. Much has been lost to time: unrecorded, forgotten, or deliberately erased. What is preserved here are those events of regional significance which, in my view, have shaped the political, social, and physical landscape of the Underdark. To the myriad untold stories lost to time, I can only ask the readers' understanding. Their absence is a wound to history, one which I have felt keenly in the course of this work.

FIN

-----------------------------------

BIBLIOGRAPHY:

* Book(s) & Written Record(s):
[1] Adelyn Belle'rose, "Arelith: A History of Wharftown"
[2] Adelyn Belle'rose, "Arelith: Fourth Sharran War"
[3] Adelyn Belle'rose, "Arelith: Night of Embers"
[4] Adelyn Belle'rose, "Arelith: Skull Crag Schism"
[5] Adelyn Belle'rose, "Arelith: The Second Dominion"
[6] Allie Lightfoot, "The Battle of Broken Dreams"
[7] Azaria, "Assault on Grond"
[8] Bel'qualyn, "Research Notes on Mllikiek'zztts"
[9] Crinukh Shadow-Quartz, "The Divine Treason: Declassified"
[10] Devil's Table Library, "Histories of the Drow Houses"
[11] Elidyr Hithlain, "The Battle of Minmir Falls, and Capture of Coronal Anaria Liamytholen & The Lord Zathlan Fen'ar"
[12] First House Xymox, "Edict from the First Matron"
[13] Freya Stensamler, "Blingstonhold - Udo Dro'Xun Crisis"
[14] Freya Stensamler, "Pit Town - the Drow Rithralia Ma'for"
[15] Freya Stensamler, "The Burning Shores"
[16] Freya Stensamler, "The Mind Flayers in and beyond the Vault"
[17] Gote'ewka Shax'thar'rska, "On the Great Houses and Political System of Andunor"
[18] Ilmeth, "Report on Mllikiek'zztts"
[19] May'riina Shri'isstra, "First Illithid War with Andunor"
[20] May'riina Shri'isstra, "History of House Xun'viir Part 1: Founding"
[21] May'riina Shri'isstra, "Second Illithid War with Andunor"
[22] May'riina Shri'isstra, "The Story of Izlude's Torment"
[23] Nives Zar'Rocc, "Nives: The chaotic Family Tree"
[24] Skeflock, "The Dark Bazaar"
[25] Sydney Harrow, "The Underdark: Eras of Upheaval"
[26] Unknown, "Baator's Awakening"
[27] Unknown, "History of Blingstonhold"
[28] Unknown, "Pit Town, According to Drow Mage K'Shilna Drak'aa"
[29] Unknown, "The Cataclysm"
[30] Unknown, "The Cataclysm of the Underdark"
[31] Unknown, "The Duergar Trade Station: Jhared's"
[32] Unknown, "The Fall of Tollidor"
[33] Unknown, "The Siege of Gambler's Bluff"
[34] Unknown, "The Siege of the Bandit Lair"
[35] Unknown, "The Thayvian Influence, Vol. I-III"
[36] Unknown, "Urblexis-Udos War"
[37] Unknown, "Urblexis Grond, according the kobold Vignar Kepesk"

* Interview(s):
[1] Alirios Freth
[2] Ilphaeryl Xun'viir
[3] Prisoner Zero
[4] Rasz'mina
[5] Sydney Harrow
[6] Spirit of Udos Dro'Xun
[7] The Sentient Jelly

* On-Site Investigation:
[1] Adelyn Belle'rose
[2] Eclavdra
[3] Grador
[4] Thulthee
-----------------------------------

ABOUT THE AUTHOR

The modest portrait of a young vermilion-haired woman with pallid flesh is positioned next to the paragraph below. Her emerald gaze looks intently at the reader, betraying the aspect's alluring facade with callous indifference. A subtle smirk, hinting at a predatory nature, appears hidden within the corners of full upturned lips.

"For years, the vampire Adelyn Belle'rose has captivated readers with her historical works upon the island of Arelith. Once the curator of the Cordor Museum, she breathed life into the past through engaging exhibits and displays. Later, as a key member of Andunor's Erudite Arcanum, she spearheaded the investigation into Shadow Wharftown's Third Iteration. Her eventual collaboration with the Merchant League of Sibayad led to the discovery of its forgotten past. Through initiatives like the Arelith Antiquarian Society and the East Arelith Trading Company, she tirelessly advocates for the preservation of knowledge throughout the archipelago."

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Re: Soulhaven School

Post by Edens_Fall »

Night of Embers

Author: Adelyn Belle'rose
Rozen Chalice Publishing, a division of East Arelith Trading
Original Publication: 177 AR

------------------------------
"The Arelith Antiquarian Society is instituted to examine, preserve, and publish all antiquities as connected with the art, language, literature, and history of the Arelith Archipelago. Articles bearing this notation have been selected for conservation regardless of race, faith, alignment, or affiliation. While all efforts have been made to ensure the information within is accurate regarding the subject matter covered, we assume no responsibility for errors, inaccuracies, omissions, or any other inconsistencies herein, whether such errors or omissions are the result of negligence, accident, or any other cause. If any such errors, inaccuracies, or omissions are discovered please contact the author who will address the issue."
------------------------------

FOREWORD

While I generally avoid writing on accounts in which I was directly involved, the events surrounding Lord Embers ultimate betrayal at the hands of Andunor's native population proved too significant an experience not to. While such treachery is not unique to the denizens of Andunor, the callus self-destruction caused by their actions toward the betterment of the city illustrates the counterproductive nature of settlement when compared to more Lawful domains. Much like how historians point to the anecdote of Wharftown to remind us of the folly of Pride, so too can the tale of Greyport remind us of the folly of unrestrained personal Ambition.

I. ARRIVAL

On the 24 Day of the 5th Month in the year 176 AR, a massive, gilded warship belonging to the Dragon Lord Aldahoon Embers dropped anchor in the West Wheel of Andunor. Upon docking, a drow-blooded dragonkin named Elin'teerm disembarked to declare himself Emissary of the Dragon Lord to a local merchant, who had paused to watch the ship's arrival. When pressed for his master's purpose in Andunor, the Emissary declared that his Lord of great wealth had left his floating island fortress to travel the seas and alleviate the tedium of a long life. As such, they had docked in the Underdark city of Andunor to see if the settlement was worthy of the Dragon Lord's attention.

The merchant guided Elin'teerm to the central trade Hub to display the city's worth, where his presence was announced via the ringing of the settlement's bells. Upon request, a list of Greyport's leadership was provided to the Emissary. For the Dragon Lord had seen the majesty of the Red Tower and commanded a Grand Ball would be held within its halls to the benefit of all should the city be found credible. Upon conclusion of this first introduction, Elin'teerm thanked all present and retired to the warship. Shortly after the following notice was publicly posted.

-------------------------------------
"The Bells have Tolled!"

"Let it be known last Tenday the mighty LORD ALDAHOON EMBERS did sail his ship of wealth and Splendor to dock upon Andunor's West Wheel."

"To mark this event, the Bells of Andunor sounded, not in alarm, but in Celebration!"

"Citizens did gather within the Hub to greet Emissary Elin'teerm of House Embers, whom announced his Lord's desire to Host a GRAND BALL in the District of GREYPORT within the near future."

"The city of Andunor, and myself, look forward to the future Wealth and Decadence Lord Aldahoon might bring to our People's pockets."

Day 24, Month 5 (Mirtul), 176 AR
Adelyn Belle'rose
-------------------------------------

Over the next three months Emissary Elin'teerm would meet with the various influential factions and districts around Andunor to facilitate the upcoming gala. Contracting the East Arelith Trading Company under Adelyn Belle'rose to organize the event, the Emissary would also employ the Shadowclaw kobold clan to collect rare surface 'ingredients' for the Grand Ball's feast. It should be noted that the dragon blood was very fond of any recipe making heavy use of either elf or hin flesh. A culinary weakness Emissary Elin'teerm was always eager to explain in detail should the opportunity present itself in polite conversation.

During this period, two events of consequence took place concerning the event's organization. One was an altercation between a member of the Syndicate's abyssal cult Laerca Avyn and Emissary Elin'teerm during a street fight event held in Greyport. Laerca's public attempt to assert her social dominance over the dragon blooded Elin'teerm would ultimately fail, resulting in a public display of embarrassment for the female. After which, the cultist would destroy the public sign-up board for the Grand Ball in Andunor's Hub after posting the following declaration.

-------------------------------------
"SYCOPHANTS"

"Who cares about this GRAND BALL. These ABOMINATIONS will give you NOTHING. One of them ASSAULTED ME just for obstructing their view. I destroyed that board, and I was doing you a FAVOR. If you want coin, do something useful with your time. Entertaining a HOUSE OF DEGENERATES will only get you CHAINS. Enjoy being a SLAVE. You will host their GRAND Pufferfish for ETERNITY."

Day 2, Month 6 (Kythorn), 176 AR
Laerca Avyn
-------------------------------------

Secondly, agents of the East Arelith Company reported rumors of strife within the Shadowclaw kobold clan's ranks over Lord Embers' servant Emissary Elin'teerm claims to be of the dragon's bloodline. It should be noted that the Emissary displayed many physical dragon-like features, including a set of wings.

-------------------------------------
INTEL: Shadowclaw Clan, Internal Strife

"Report of a sub-faction within the kobold Shadowclaw sect that is upset with Lord Aldahoon (and his servant) for claiming to be a Dragon. In their belief no one can claim to be a Dragon if the body shares' warm blood'."

"Report of over hearing this complaint followed by 'It will be taken care of' leads one to theorize efforts might be made against the visiting Lord."

END OF REPORT

Day 15, Month 6 (Kythorn), 176 AR
Adelyn Belle'rose
-------------------------------------

After much preparation, delay, and setback, city leaders agreed upon the time of the Grand Ball, and a public declaration was made to the people of Andunor.

-------------------------------------
"The GRAND BALL has Arrived!!!"

"People of Andunor!"

"A date for the GRAND BALL has been set! On [Redacted] the doors to the Red Tower will open to admit guests to Lord Aldahoon's great gala."

"The Theme for the Night is: 'Games of Life and Death'"

"Guests, artists, and performers are encouraged to express their creativity with this in mind."

"Those attending shall enjoy the various culinary arts of the city's master craftsman with guests being encouraged to vote for the brewer or chef they feel most talented. The winning caterer shall receive a boon from Lord Aldahoon upon the celebration's end."

"This shall be followed by judging of individually submitted artwork by a panel of three, with the piece selected being added to Lord Aldahoon's personal collection. The winning artist, of course, shall receive proper compensation."

"The Night will be concluded with Lord Aldahoon selecting a relic most worthy from those submitted by each District (to include the Arcanium)."

SECURITY:

"While all citizens of Andunor are invited to attend, identities will be inspected upon arrival. No guest is allowed to have visible wards during their stay. Those with such protections shall be refused entry, or if they are applied after entry shall be escorted from the event. Security for
the gathering is already arranged and guests should feel comfortable in their safety."

PARTICIPANTS:

"To the craftsmen, brewers, artists, chefs, and poets . . . we encourage you to create and strive for the honors that will surely be rewarded at the gala. Any may submit their work upon arrival at the GRAND BALL. However those, such as Bards and Carters, who will require a station to work from during the event are asked to pre-register with me so space can be reserved. Simply contact Coin Mistress Kasima Shadowclaw who resides in the INNER HUB or myself whose lair is located in the EAST WHEEL."

"Due note NO works or crafts of an excessively graphic nature shall be accepted. One should strive to please the subtle tastes of the Dragon Lord Aldahoon's possible fancies rather than rely on the "shock and awe" such works focus upon."

DISTRICT LEADERS

"To the Districts of Andunor, including the Arcanium, Lord Aldahoon requests one Relic be provided from each community to be judged by myself at the gala's end."

"If there are further questions please feel free to contact Master Stink of the Red Tower, Coin Mistress Kasima of Greyport Authority, or Myself."

Sincerely,
Day 22, Month 6 (Kythorn), 176 AR
Adelyn Belle'rose
-------------------------------------

II. THE GRAND BALL

The doors to the Red Tower opened to admit guests, security being provided by The Awful Brothers Mercenary Company, with each visitor being announced by name and title. What followed was a regal gathering of nearly all Andunor, with most turning out to see the famed Lord Aldahoon Embers for themselves in person. Rare flesh dishes, exotic art displays, and bardic performances filled the main floor of the Red Tower, allowing guests to partake in cultured indulgence within relative safety.

Upon the festivity's end, the winners of the gala's many contests were named, with Boneborn's 'Deep Fried Rothe Fingers' taking the prize for best food as judged by the owner of the tower Stink Spellworped. Of the art submissions judged by Elerra Hyluan, Ulvorne, and Adelyn Belle'rose the winner was deemed 'The Sacrifices Made'. Of the district artifacts, 'The Trail of Being' was judged by Lord Aldahoon to be most worthy of prize, though perhaps this was due to the device's removal of a kobolds arm upon its operation which he found most amusing. With the conclusion of the naming, the goblin chief Stink Spellworped made the following degree and thus officially ended the event.

"It some time now since Lilith Vensurai and all she sorts leave Red Tower, and Stink move in. Move in for all gobs of city, and Worped Ones clan! So know you this, to make all clear and for you words and whispers to spread. WE is here now. Worped Ones is here. There new gob spirit
in city! And we got riches and a mighty fortress too! So relax youselves good, stay as long as you wanting, drink youself silly. Know you the riches of the Worped Ones!"

III. BETRAYAL

As guests departed the Red Tower the drow Ulvorne, district leader of Greyport, approached the Dragon Lord's entourage and whispered, 'If you are ready, I can see you both taken to where I have them stored. It shouldn't take long.' To which Elin'teerm replied, 'I suspect Lord Aldahoon is unlikely to attend. Though, I'll happily do so.'

Before this moment, the drow had offered to show Lord Embers his horde of precious trinkets while presenting the visiting dragon with a gift. Intrigued by such, the two departed for the nearby mines while the event's organizers remained to see the last of the guests away and keep Lord Embers entertained. However, not long after Emissary Elin'teerm returned armed and alone, demanding Lord Aldahoon follow him to safety. When asked what transpired, the Emissary declared he had been betrayed by Ulvorne when, with an archer in hiding, he attempted to claim his life through ambush and explosion.

Aghast at the turn of events, Lord Embers departed back to his ship under escort from the East Arelith Trading Company. Upon arrival at the West Wheel berth, words of regret were offered to the departing Lord Aldahoon over the city's betrayal and loss of what might have been. Presented with a relic from the dragon's horde as payment for her service, Elin'teerm released the East Arelith Company from their contract before boarding the large warship and weighing anchor.

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"The Gilded Flagship of Lord Aldahoon, having spent so long docked in the West Wheel, finally raised its anchor and lowered its sails. Slowly, it moved across the canal to turn broadside with the District of Greyport. With the sound of Clunk, Clunk, Clunk, the artillery positioned within the many ports along this almighty flagship spoke. What followed next lit up the great cavern with the flash of cannonade and sounds of heavy impacts that caused the entire city of Anundor to shake! To the peeling thunder of a hundred blasts, Hell was rained upon The District of Greyport. After what seemed like an eternity, the rain of iron ceased its fall, recompense for the District's betrayal given. With a ponderous turn, the warship of Lord Aldahoon Embers departed the waters of Andunor, its fury spent."

Firsthand Witness account of the Bombardment of Greyport
-------------------------------------

What remained of Greyport after the departure of Lord Embers' warship was swaddled within fiery flames and charred corpses. The efforts of various citizens lured to the scene by the display succeeded in bringing the worst of the inferno under control. Before the heat haze had dissipated from the district's smoldering ruins, true to Andunorian custom, blame for what occurred would be leveled freely in the attack's aftermath. From Lairilwa's statement, "All... On fire. The whole district--Everybody's dead. Ulvorne's dying in the caves. What the dragon said was false--An elf from Myon shot explosives and about blew them both up." To the ghostly Pufferfish of light appearing before travelers and declaring. "Ulvorne was responsible for the attempt on the Lord of Ember's life. He worked with a moon elf tiefling this resulted in the shelling of Greyport." To address the concern of what transpired, a small group led by Goblin Chef Stink traversed the Red Tower mines to investigate the ambush scene.

The group would locate debris from various explosive devices in a strategically located bend of the mine's lower tunnels. With a squint and stick tap, Stink declared, "Ulvorne got access to tower, which mean he got access to mine. No gobs tell Stink Ulvorne setting up hoard in there though. If Ulvorne 'was' looking to kill dragonlord, mine good spot. If there 'was' going to be hoard - OR ambush - it be here."

With the bloodshed so recent, few desired motives or reasons for the attack and instead placed blame on the Dragon Lord himself or, as is Underdark tradition, upon Myon.

AFTERWARD

Shortly after Greyport's burning, the districts of Andunor agreed to hire the Gnoll bard Darruz Scumhand as an unaffiliated third-party investigator to examine the affair. Though the Shadowclaw kobold clan still publicly demanded revenge against the departed Dragon Lord, the gnoll continued to maintain his neutrality and conducted an in-depth investigation.

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"A Tragedy Overlooked"

"It amuses me to no end that even now, with the passing of time, many in the city still see Lord Ember's attack on Greyport as a form of betrayal. Seeking the Dragon Lords head 'On a Pike' as it were."

"Yet how many understand the great bombardment of Greyport was not the Dragon Lord's desire, but the result of another's foolish action? The city might have forgotten Lord Ember's desire to open trade between his floating island and Greyport with the intention to turn Andunor's 'cast off District' into a capital of wealth and power within the dark, but I have not."

"That was of course the plan only until a trap set for him was sprung upon his servant. A trap that failed mind you, yet managed to show Lord Ember's the true nature of our grand city of trade."

"Is it any wonder he weighed anchor and left, never to return, after a parting gift of cannon fire."

"Perhaps instead of seeking to hunt the victim of betrayal, those of the city might hunt those responsible for it hm?"

"Just a thought."

Day 21, Month 9 (Eleint), 176 AR
Adelyn Belle'rose
-------------------------------------

Eventually, after much effort, the gnoll completed the comprehensive inquiry and published his findings which can be summarized in the entry below.

-------------------------------------
"The Investigation of Greyport's Burning - Conclusions"

"The recommended sequence of events leading up to the Burning of Greyport, based on the motives, testimonies, and likelihood is this: Ulvorne gathered the explosives within the Copper Mine, which were provided by the Erudite Arcanum, for some sort of plot against Aldhoon, however it was Elin'teerm that accompanied him. Whatever this plot was, it was not fulfilled as instead the archer, agent of some other force, found out about the explosives and waited for the other two to arrive. The explosion was then set off by this archer, based on testimony provided by Elin'teerm and the latest testimony by Ulvorne the archer was horned, it could also be possible that they were eleven and feminine. Due to the lack of horned beings within Andunor, it is very likely that the archer was an agent of a Surface or Interplanar organization. In these events, Greyport became a victim of the archer's patrons taking advantage of Ulvorne's scheming, through which Aldhoon and his associates were used as tools to wreck damage upon the district."

Day 22, Month 9 (Eleint), 176 AR
Darruz Scumhand
-------------------------------------

When presented to the city's leaders, many directly involved with the event had by now departed the archipelago. Lord Ulvorne relinquished his mantle as leader of Greyport to flee the city around the same time the goblin Stink Spellworped, leaseholder of the Red Tower, quit the Underdark with pockets ladened with gold. As with most things related to Andunor, retribution was never found, and over time recollections of that bombardment faded until the event had been largely disregarded. Only the sense of what might have been lingered with those who had taken part in the affair. Yet another opportunity squandered for an individual's gain that, despite their efforts, resulted in nothing of value being genuinely wrought.

As for myself, I at least enjoyed meeting Lord Embers and learning about his floating island of wealth. Perhaps one day I shall make use of the relic left to me as payment, though in honesty, I am not entirely sure. With only a single activation, such an artifact would prove an impractical, abet powerful protagonist. Time will tell, as it does with all things.

FIN

-------------------------------------

BIBLIOGRAPHY:

* Written Record(s):
[1] Darruz Scumhand, "The Investigation of Greyport's Burning"
[2] Laerca Avyn, "SYCOPHANTS"
[3] Adelyn Belle'rose, "The Bells have Tolled!"
[4] Adelyn Belle'rose, "INTEL: Shadowclaw Clan, Internal Strife"
[5] Adelyn Belle'rose, "The GRAND BALL has Arrived!!!"
[6] Adelyn Belle'rose, "A Tragedy Overlooked

* Interview(s):
[1] Darruz Scumhand
[2] Elin'teerm of House Embers
[3] Lord Aldahoon Embers
[4] Stink Spellworped
[5] Ulvorne
[6] Kasima Shadowclaw

-----------------------------------

ABOUT THE AUTHOR

[The modest portrait of a young vermilion-haired lady with pallid flesh is positioned next to the paragraph below. Her crimson gaze looks intently at the reader, betraying the aspect's alluring facade with callous indifference. The suggestion of a predatory smile appears hidden within the corners of full upturned lips.]

"The Vampire Adelyn Belle'rose has been charming readers with her historical works upon the island of Arelith for years. As the former curator of the Cordor's Museum, she helped bring the past to life through exhibits and displays. Later, as a member of Andunor's Erudite Arcanum, she would lead the research team to investigate Shadow Wharftown's Third Iteration. Through the founding of the Arelith Antiquarian Society and the East Arelith Trading Company, she continues to advocate for the preservation of knowledge across the archipelago."

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Re: Soulhaven School

Post by Edens_Fall »

Arelith: Lost Kingdom of Sheba-Yad

Author: Adelyn Belle'rose
Rozen Chalice Publishing, a division of East Arelith Trading
Original Publication: Eleasis, 183 AR
Revised & Updated Edition: Hammer, 185 AR

-----------------------------------
"The Arelith Antiquarian Society is instituted to examine, preserve, and publish all antiquities connected with the art, language, literature, and history of the Arelith Archipelago. Articles bearing this notation have been selected for conservation regardless of race, faith, alignment, or affiliation. While all efforts have been made to ensure the information within is accurate regarding the subject matter covered, we assume no responsibility for errors, inaccuracies, omissions, or any other inconsistencies herein, whether such errors or omissions are the result of negligence, accident, or any other cause. If errors, inaccuracies, or omissions are discovered, please contact the author who will address the issue."
-----------------------------------

INTRODUCTION

Long before Zanshibon was drawn into the 363rd layer of the Abyss, giving rise to the Lost Desert, the sun-scorched island of Sibayad was once the seat of power for an ancient Kingdom. Though much about this bygone empire remains a mystery, recent archaeological surveys and the discovery of several unique artifacts have shed light on its long-forgotten history. Together, we will journey back to a time before the major settlements of Arelith's mainland to explore the region's first -and forgotten- kingdom.

I. KINGDOM OF SHEBA-YAD

Nestled in the Nelanther Isles south of the Arelith Archipelago, the ancient empire of Sheba-Yad emerged as a beacon of wealth and power. This secluded island, encircled by the treacherous waters of the Sapphire Coast, was a land of stark contrasts: arid deserts, lush oases, and fertile coastal regions. Its ruling kings, known as Governor of Sheba-Yad and Warden of the Sapphire Coast, built a mighty empire that would become the major center of civilization within the region. Beloved by their people, a glimpse of their doctrine is captured in the recovered transcript below:

-----------------------------------
"...In the season of rains, Reshef the Younger, Governor of Sheba-Yad and Warden of the Sapphire Coast, decreed that ten percent of crops were to be stored up. The people celebrated the foresight of the..."
-----------------------------------

II. FAITH & MAGIC

The people of Sheba-Yad were devout worshippers of the Mulhorandi pantheon, drawing strength and inspiration from their gods. Their reverence for these deities shaped their culture, laws, and daily lives. Alongside their strong spiritual convictions, the local population fully embraced the unrestricted use of the arcane, as magic was not only accepted but actively promoted within the kingdom. All forms of spellcraft flourished, including the more questionable arts of necromancy. Sorcerers, wizards, and geomancers were revered, and their knowledge contributed to the realm's formidable reputation. From defense to construction to agriculture, the magi of Sheba-Yad utilized their talents to foster growth and prosperity, transforming once arid desert lands into a resplendent oasis paradise.

III. TRADE & COMMERCE

Located near several key shipping lanes, Sheba-Yad flourished into a significant regional trade hub, amassing immense wealth through its vibrant markets. Exotic wares of rare spices, precious stones, and intricate textiles from distant lands filled its bazaars, all brought ashore at the coastal port and carried inland along the Spice Road. This wealth was further bolstered through the exploitation of resources and the abduction of native populations from mainland Arelith. A practice that would lead to one of the more sordid aspects of Sheba-Yad's prosperity and the moniker for the island's primary sea route . . . Slaver's Run.

IV: THE GREAT TOMBS

One of Sheba-Yad's more astonishing achievements was the construction of three vast tomb complexes adjacent to its primary settlement. These tombs, constructed to honor the ruling dynasties, were marvels of ancient engineering. The empire leveraged its surplus of exotic slaves, including giants, whose immense strength was crucial in excavating the deep and elaborate structures, as detailed below from recovered engravings.

-----------------------------------
"...cavation on the tomb complex is proceeding as planned. The giants sent to aid us are a blessing from Ptah! They lift stones the size of a man with ease..."
-----------------------------------

Once completed, each complex was an intricate labyrinth filled with clever traps, deadly magics, and the animated mummified remains of those who perished in their creation. These measures served to protect the burial chambers and handcrafted sarcophagi holding the kingdom's venerated dead, though time would deteriorate their once resplendent architecture.

V. THE SERPENTFALL WAR

The only significant challenge to Sheba-Yad's dominance came from the Vrael Olo, a cunning and fierce race of serpent-like beings that inhabited the island's once fertile northern coastal region from their mountain stronghold. Initially, the two coexisted uneasily, but increasing raids by the Yuan-ti escalated tensions, culminating in open conflict. The war between Sheba-Yad and the serpentfolk was fierce and brutal, though its duration remains obscured. With their cunning and dark sorceries, the Yuan-ti posed a formidable threat to the kingdom, and rather than risk ultimate defeat, a decisive end was sought.

-----------------------------------
"...-Ti raids have increased in ferocity. We have sent for the royal geomancers to address this threat. They will think twice about further raids when we bury their temple complex under a mountain of rock..."
-----------------------------------

Sheba-Yad's geomancers, masters of earth magic, turned the tide of the war. In a decisive confrontation, the magi buried the scaled ones' settlement and temple complex beneath tons of mountain rock, effectively crippling their power. The defeat left the Yuan-ti broken and scattered, with survivors relocating to the dense jungle regions of Arelith's Southern Peninsula. Over the centuries, their descendants have eked out a meager existence, forever haunted by the memory of past glory and desperately seeking to reclaim their heritage. A glimpse of which can be found within a black bronze snake statuette recovered from the ruins of their once proud mountain citadel.

-----------------------------------
A tarnished statuette of a snake, cast in black bronze and etched with exquisite detail. One eye is filled with a small emerald, the other is empty. An inscription in draconic runs along it's belly.

"The season of the rains is come. Our sacrifices are heeded. Blessings of Merrshaulk are with us."
-----------------------------------

The cataclysmic sandstorm of 184 AR, which reshaped the entire isle, also swallowed the northern coastal mountain ruins of the ancient Yuan-ti kingdom. In this devastating act of nature, all remnants of their once-mighty civilization vanished, erasing the last fragment of the Vrael Olo's enduring legacy from the island.

VI. LEGACY OF SHEBA-YAD

For reasons that remain a mystery, the Kingdom of Sheba-Yad fell into decline and eventual collapse. Over the centuries that followed, the island's name would evolve from Sheba-Yad to Sibayad, a transformation shaped by the power of retelling and mispronunciation. Eventually the Merchant League, a coalition of traders and opportunists, would settle in the ruins of the kingdom's largest settlement, establishing a semblance of power and control. By capitalizing on the past achievements of Sheba-Yad geomancers, the Merchant League exploited the discovered wellspring of geothermal springs and subterranean aquifers to create a new desert refuge. Though they would never reclaim the grandeur of the Lost Kingdom, they would nonetheless thrive by exploiting its ruins, despoiling its tombs, and plundering treasures long since buried beneath shifting sands with the aid of visiting adventurers.

After the devastating sandstorm of 184 AR, the Merchant League made the historic decision to formally declare their burgeoning oasis an official settlement. They introduced new laws, established the elected office of Vizier to oversee governance, and opened their trade bazaar to all races and creeds.

VII. CONCLUSION

The Kingdom of Sheba-Yad, once a beacon of power and wealth within the archipelago, stands today as a haunting reminder of the impermanence of human endeavor. Its legacy, etched in grand tombs, desecrated ruins, and the very sands of the island itself, tells a tale of a civilization that thrived through faith, magic, and unrestricted commerce. Yet, like many great empires, it was not invincible to the forces of time and conflict. Though despoiled and desecrated, the present-day isle of Sibayad continues to inspire and intrigue those who seek to uncover the truths of the ancient world, urging us to learn from its history and preserve our own knowledge less it to be lost within the sands of time's relentless hourglass.

FIN

-----------------------------------

BIBLIOGRAPHY:

* Book(s) & Written Record(s):
[1] Adelyn Belle'rose, "Survey: Canyon of Lost Kings"
[2] Aelran Erelra et al., "Survey: Sibayad Outskirts, Desert Coast, & Mountain Ruins"
[3] Amadeo Pneuma, "Map of the Lost Desert, First Edition"
[3] Elennei Zaale'Orbb et al., "Survey: Ulakh Uvuesh"
[4] Nella Fryar, "Lost Desert of Sibayad: Its Supernatural Origins"
[5] Nicolas Duval, "Zanshiboon/363rd Layer of the Abyss"
[6] Adelyn Belle'rose, "Khamsin Storm Damage Survey, 184 AR"

* Artifacts
[1] Ancient Tablet of Reshef the Younger
[2] Black Bronze Snake Statuette

* Interview(s):
[1] Tayyeb Jalil, Magistrate of the Merchant League
[2] Izzika, Archaeologist
[3] Arkhan Crestflame, Translator

-----------------------------------

ABOUT THE AUTHOR

The modest portrait of a young vermilion-haired woman with pallid flesh is positioned next to the paragraph below. Her emerald gaze looks intently at the reader, betraying the aspect's alluring facade with callous indifference. A subtle smirk, hinting at a predatory nature, appears hidden within the corners of full upturned lips.

"For years, the vampire Adelyn Belle'rose has captivated readers with her historical works upon the island of Arelith. Once the curator of the Cordor Museum, she breathed life into the past through engaging exhibits and displays. Later, as a key member of Andunor's Erudite Arcanum, she spearheaded the investigation into Shadow Wharftown's Third Iteration. Her eventual collaboration with the Merchant League of Sibayad led to discovering its forgotten past. Through initiatives like the Arelith Antiquarian Society and the East Arelith Trading Company, she tirelessly advocates for the preservation of knowledge throughout the archipelago."

Last edited by Edens_Fall on Mon Dec 30, 2024 6:41 pm, edited 2 times in total.
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Re: Soulhaven School

Post by Edens_Fall »

Arelith: Fourth Sharran War

Author: Adelyn Belle'rose
Rozen Chalice Publishing, a division of East Arelith Trading
Original Publication: Flamerule, 182 AR
Revised & Updated Edition: Tarsakh, 185 AR

-----------------------------------
"The Arelith Antiquarian Society is instituted to examine, preserve, and publish all antiquities connected with the art, language, literature, and history of the Arelith Archipelago. Articles bearing this notation have been selected for conservation regardless of race, faith, alignment, or affiliation. While all efforts have been made to ensure the information within is accurate regarding the subject matter covered, we assume no responsibility for errors, inaccuracies, omissions, or any other inconsistencies herein, whether such errors or omissions are the result of negligence, accident, or any other cause. If errors, inaccuracies, or omissions are discovered, please contact the author who will address the issue."
-----------------------------------

INTRODUCTION

For more than two decades, the island of Arelith witnessed the dominance of a coalition of malevolent faiths, all unified under the banner of the dark Goddess Shar. Employing skillful espionage and infiltration, this alliance exerted significant influence, tirelessly striving to immerse the world in the Nightsinger's darkness. What follows in this publication is a chronicle of their ambitious endeavors with a few important considerations. Firstly, chronicling the history of an organization steeped in secrecy and misdirection posed a daunting challenge, so much so that the bulk of the information provided herein stems primarily from opposing factions. The Church of Shar's own records were frustratingly scarce, resulting in a potential bias in the depiction of events. Moreover, due to the extensive amount of information gathered, I have opted to simplify this presentation by providing a comprehensive list of organizations and their members at the end of this writing (see Appendix A). Consequently, individual names within each chapter will be kept to a minimum, with a focus on events rather than specific individuals. Despite these challenges, I have endeavored to accurately and impartially document events, making corrections solely to the spelling of documentary material when presenting it.

I. LOSS & NIGHT

Prior to 152 AR, the Church of Shar operated discreetly, remaining in the darkness and providing assistance to believers from their tower within the shadow realm. Guided by a Svirfneblin High Priestess known as "Dark Star," the Church engaged in minor operations and schemes, though it lacked sufficient membership and leadership to pose a significant threat to the isle. These dynamics underwent a notable shift when Mortenthir "Sojourner" Varsius, a human male, assumed control of the Church and the title of Nightseer sometime before 153 AR, as referenced in the subsequent intelligence report.

-----------------------------------
Shar Tower Intel Report

"While in the Sharran tower I was ordered to gather any intel I could. That intel is as follows."

"Two thrones were present. On the side of each throne was a statue. One a female mage statue labeled "Umbra" and the second a Male Wizard statue labeled "Sojourner". It is clear this Shar cult has two leaders at this time."

"Based on review of notes pinned to a message board I learned the prior ruler of the Shar sect was one Dark Star whom passed her mantle of nightseer to this Sojourner".

"No Other Intel gathered. End of Report"

Day 8, Month 4, Year 153
Naomi
-----------------------------------

While there is a reference to a second leader named "Umbra," no other information could be located to confirm their actual position, only that they were indeed a part of the Church at one time. Regardless, under this new authority, the Church of Shar would grow with renewed purpose and vision. Spreading their shadowy tendrils of influence across Arelith and forming the core of the institution they would inevitably form.

II. GATHERING DARKNESS

The Church of Shar would eventually come into contact with the servants of Velsharoon under the guidance of Pontiff Ya'iil "Viktor" Siluhl, a male member of the Deep Imaskari race, and together these two faiths would form the foundation of the Church of the All Shadow. The organization officially referred to itself as the Viziers of the Void but was more commonly referred to as the Void Cult by its adversaries. Over time, others from various faiths and backgrounds would swell their ranks and participate in their shared vision of drowning the lands of Arelith in the eternal darkness of the All-Shadow. These two men, Nightseer and Pontiff, would shape the history of Arelith and sow terror for years to come. Of these two figures, an insightful interview with Pontiff Ya'iil offers a glimpse into the sect's minds and motivations.

-----------------------------------
Meeting with the Velsharoon Cult, Pontiff

"Three days ago from the date of this letter, I managed to locate the head of the Cult of Velsharoon and had quite a lengthy debate with him, within the Lighthouse of Shadow Wharftown, where he resides. To summarize: He considers himself a savior, all he claims to wish to accomplish, is to save us all."

"He considers himself the Voice of the most Enlightened God. A doctor here to cure us all of our ailments, to prolong our lives and grant us all a second birth. Further than that he hails from the ancient empire of Imaskar. An old and vast empire which according to him, unearthed secrets and broke the limits of what (was) possible, daily."

"In turn they invoked the wrath of some God-kings attributed to the people of Thay and Mulhorand and as thus they were mostly undone."

"We spoke in great length about our different views of the world, of will to choose for yourself, of what is best and of what is truly important in life - I intentionally avoided the topic of the Von Brandts, of Necromancy and of what was right. As it became apparent throughout our conversation that I was dealing with a vindictive, arrogant, haughty and cunning individual."

"One who does not allow people to say no to him too many times, one who will do whatever it takes to accomplish his goals and one who will crush those who offend him, or his God."

"This man is a self-proclaimed doctor and he is quite likely willing to suppress free will. I quote when I write the following "Do you allow the children to choose the treatment, or do you let the Doctor do as he judges". "I will come for you humans first. I will cure all your illness, give you a longer life and a second birth" . Wrapped in an attempt of kindness, that is not the feeling you get as the words pass his lips. I am unsure of how he wishes to accomplish it but it is evident that he means to provide us with the means to "live" eternally. Within the service of his master."

"In terms of slaves - I did attempt to press him on the matter and it became apparent he sees slaves as nothing but as a source of revenue. Thus influencing the slave market by driving up costs for a slave would impact his church directly. Making the payback on the investment that more slow and the need to purchase new slaves, less."

"I believe this is a man and a cult that is to be monitored as if not yet they will eventually make a move that is likely to pose a threat to the isle and its residents. Perhaps it would be possible to discourage them from this, by proving a better path - And that life, is certainly better than death."

"If you encounter him or any of his cultists, tread with caution for they may be volatile by nature."

Day 24, Month 11, Year 162
Ginger Woman
-----------------------------------

Empires do not emerge overnight, and the construction of castles does not happen in a matter of hours. Progress unfolds through the completion of smaller tasks over an extended period. The trajectory of the Void Cult followed a similar pattern, with each move and alliance serving as a milestone on their journey to notoriety. Over approximately two decades, the Church of All-Shadow distinguished itself from other factions through its adept organizational skills, the maintenance of operational secrecy, and the cultivation of alliances beyond its immediate circle. Never one to let an opportunity slip by, the Void Cult actively supported and backed any group aligning with its objectives. Whether it was the Church of Bane, a former Cordorian Chancellor, Noble Houses, Underdark Militias, the Twisted Rune, Drow Houses, the Maskarran Temple, Pirate Crews, or the chaotic forces of the Abyssal Fortress, all found themselves counted among the Void Cult's allies at various points in time. United, these diverse factions executed significant and minor operations across the Arelith archipelago, etching their mark into its history and instilling fear in every soul.

III. THE FOURTH SHARRAN WAR

Guided by vigilant leaders, the Church of All-Shadow carried out its mission to submerge the lands of Arelith in eternal darkness. Mobilizing friends and allies, they executed a series of operations throughout the years to advance their objectives. Although it proves impossible to document every action orchestrated by their agents, the subsequent catalog presents a chronologically ordered compilation of events that history has managed to preserve.

- STRUGGLE FOR SENCLIFF -
circa 152 to 162 AR

Situated northeast of Arelith, off the Bitter Coast, the island of Sencliff witnessed its initial settlement by a group of Cyric worshipers who erected the island's oldest structure - a towering stone edifice. The followers of the Black Sun eventually vanished, making way for the arrival of pirates in the late 70s AR, facilitated by newly established shipping routes. These newcomers contributed to the island's development with their unique aesthetic preferences, shaping its current appearance. Over the years, various attempts by one Dread Pirate or another to rule the island met with limited success, as each encountered swift intervention from Arelith's major surface settlements' militaries or dismantled by internal discord under the banner of individual freedom, a motto embraced by the island's inhabitants.

Among those organizations that managed to endure was "The Pirate's Union," a disparate assembly of captains and unsavory allies adhering to a set of loose governing rules. Many inhabitants of Arelith, including some fellow pirates, found this organization reprehensible and sought to undermine its authority. Drossaico, a pirate with a distinct vision, proposed comprehensive reforms within a new Charter for the Isle of Sencliff. His proposal aimed at abolishing slavery, ending alliances with the Underdark, and curbing violence among pirates by establishing a ruling council of Dread Captains to oversee The Cliff. As anticipated, his efforts encountered resistance, as reflected in the statement below.

-----------------------------------
Reasoning of The Charter

"The proposed Charter below has been penned by myself for a number of reasons. The most prominent amongst them being the Union. Cannibals, willing Werewolves, flesh-peddlers and degenerates all."

"They have served as the de-facto authority upon Sencliff for too long, claiming that they allow freedom. Those Crews who back them and this narrative are all, to the last, Union themselves for all intents and purposes, sharing with them methods, ideology and purpose."

"I have been accused of pushing a Join me or die agenda upon them for some time now. It was then, and has always been by stance, that I ask only that folk do not support the Union. This has come to an end. The first step was taken, when the Union and its cohorts mustered more men than Sencliff has previously seen ever to shout me down in a Forum, that my Voice might not be heard."

"In spite of Sacred Parley, myself and my allies, outnumbered and cornered, were attacked by unwashed hordes while taking our leave."

"Union Blood now coats the Freeport. More Blood will be shed. The Freeport will drown in it, until Sencliff is better. I will make it Better. I do not ask your permission for this. I demand it."

"You will be Free again when you can prove you are People and not animals, for only People deserve freedom."

Day 3, Month 10, 152 AR
Drossaico
-----------------------------------

His endeavors eventually yielded results, causing the Pirate's Union and its Sharran accomplices to relinquish dominance and gradually fade into obscurity. However, in the year 163 AR, a crew led by Captain Jackie emerged on Sencliff, supported by the Church of All-Shadow and the drow House Dro'Vaalvaz. This fresh crew harbored a lofty ambition - to resurrect the bygone era by reinstating the Pirate's Union and its values.

-----------------------------------
More Voidcult / Ruger Evidence

"In the interest of getting more evidence, Buppi had set up a meeting with a source who was present, in disguise, at the Sencliff meeting. I accompanied Buppi to this meeting. I know the identity of the source, but am choosing not to write it in this report in order to protect the individual. I can share it in person, but not on paper. I believe the source to be reliable."

"We learned some key details that previous reports had not mentioned explicitly about the Sencliff Moot (and which Ruger failed to mention)."

"During the moot, the vote between Drossaico and Jackie did clearly mention the following key pieces of information:"
- Jackie complained that Drossaico's reforms needed to go.
- Jackie spoke of a desire to return to 'The Old Ways.'
- A desire to return or reform or go back to the 'Pirate Union.'

"The source was an outsider to the Cliff but immediately picked up the context that the old ways would mean renewed trade with the undercity and a return to slavery. He said he picked up the context within ten minutes."

"During the moot, several known Void Cultists arrived to stand with Jackie's Crew. The following members were identified:"
- Mortenthir Varsius, alias Sojourner, currently presumed leader of the Void Cultists.
- 'The Watcher', real name unknown, a Svirfneblin who fights with two hammers. Was present for the Shadow Wharftown incident where Open Hand members were captured.
- A woman, maybe 'Aellowyn.'
- A half dozen others, unknown identities.

"Once Jackie's crew began the attack against Drossaico's crew, the Void Cultists attacked immediately, making it clear that their role was premeditated. Ruger fought alongside Jackie's Crew, alongside the Voidcultists."

"With this specific information from a source who was physically present, I hope we can put the question of fact to rest. This is fact. If Ruger fights alongside Voidcultists, he is as good as a Voidcultist, and should not be welcomed in Bendir Dale."

-"Wally"

Day 7, Month 1, 163 AR
Wallace Lyonall
-----------------------------------

News quickly circulated about the Sencliff situation, prompting the mobilization of surface forces, a typical response to such events. A brutal campaign unfolded as opposing sides sought to impose their agendas on the island of free people. Ultimately, the conflict would grind into an unresolved stalemate, with neither being able to truly control the isle.

- THE BEAST -
153 AR

A shadow creature of immense power, known only as The Beast, was unleashed from the Arcane Tower's Spellhold Prison through the treachery of the rogue shadow mage Xavier and the traitorous Warden Gordon. To ensure The Beast's freedom, the pair assaulted the wild mage Allestrius Thoramind in his Cordor magic shop. Thoramind, one of the Arcane Tower's founders, held crucial knowledge of the Orbs of Sealing, ancient artifacts capable of imprisoning The Beast once more and ending its reign of terror. Although the city guard initially feared Thoramind had perished in the attack, he managed to escape. His survival and guidance unified Arelith's surface settlements, setting them on a quest to recover the Orbs. News of these efforts reached the Church of All-Shadow, who was determined to seize control of the situation by sowing chaos, planting misleading information, or outright opposing the representatives of each settlement. This web of intrigue persisted for months, culminating in a climactic confrontation during The Beast's assault on the dwarven city of Brogendenstein.

The siege of the dwarven fortress city saw the garrison overrun by shadow creatures under The Beast's command. In response, the settlements bound by the Axehold Accords - Cordor, Bendir, Darrowdeep, Guldorand, and Heartwood Grove - rallied a united force to reclaim the city. This coalition blasted through the collapsed main entrance of the settlement with powder kegs, pushing into the stronghold. With the surface's attention focused solely on Brogendenstein, the Church of All-Shadow, with the aid of portals to the shadow realm, assaulted the halfling village of Bendir. A small force was redirected from the battle to reclaim Brogenstein to aid the Dales in this new threat, and with the assistance of a device known as the "Shadow Guard Beacon" the shadow portals were closed. However, it was discovered that the Orb located by the Bendir forces months prior had been spirited away by Void Cult agents in confusion.

Despite these setbacks, the surface forces ultimately triumphed in reclaiming Brogendenstein. In the final battle, Gertrude Gawain, the Commander of Cordor's Guard, made the ultimate sacrifice. Using the last remaining Orb of Sealing recovered by Cordorian forces, she sealed The Beast within the artifact - at the cost of her own freedom, binding herself alongside it. In a desperate attempt to undo this victory, Xavier ambushed the escorting forces as they transported the Orb overland to the Arcane Tower, losing his life in the ensuing skirmish. All attempts to separate Commander Gawain from the Orb proved futile. In the end, it was decided to secure the Orb within Spellhold Prison, forever entrapping the two adversaries in each other's company. The fate of the second Orb of Sealing, taken by the Church of All-Shadow, remains a mystery to this day.

- BONFIRE OF INSANITY -
153 AR

In 153 AR, the Church of All-Shadow, in collaboration with their allies from the Pirate's Union and Andunor, temporarily seized control of the Skull Craig Weather Stone to enact a powerful magical ritual known as the Bonfire of Insanity. Harnessing the Weather Stone's potent energies, they conjured a colossal Stormfront before commencing the ritual around a specially prepared bonfire. This allowed smoke infused with necromantic energies to ascend and coalesce with the accumulated rain clouds. Numerous attempts by a coalition of surface settlements to dislodge the group and halt the ceremony failed. Upon the ritual's conclusion, the skies unleashed contaminated rain upon the surrounding areas. The cursed Stormfront, driven by fierce winds, eventually settled over the logging camp of Westcliff. As the rain soaked the earth, long-dormant corpses arose to terrorize the living. Those touched by the rain contracted a debilitating ailment, transforming them into ravenous ghouls if not treated promptly. With the ritual fulfilled, the forces of the Church of All-Shadow withdrew from the Weatherstone. This event is considered by many to be the first significant action conducted by this organization and its official debut on the world stage of Arelith.

- ASSAULT ON CASTLE GLOOM -
159 AR

Forces belonging to the Mystran Inquisition stationed at Castle Gloom executed a daring rescue mission to free Diana Nerelith from the clutches of Maalafess "Keph" Enkephalon within the Abyssal Citadel in the year 159 AR. While such operations were commonplace during the war, this one took an unexpected turn when the rescuers returned to base. Exploiting an opportunity presented by a man named Sergor, who opened Castle Gloom's door to depart, agents of the Void Cult seized the moment. The Church of All-Shadow's forces swiftly incapacitated Sergor, infiltrated the castle, and engaged in a fierce battle with the garrison. In the chaos, the former Mayor of Guldorand, Mather Allias, and Order of the Stranger member Aura Bigstep were captured. Subsequently, the Void Cult transported the captives and subjected them to interrogation, accompanied by the administration of a sinister potion. After enduring this ordeal, they were eventually released. Garrett Kelson's report provides a detailed account of this incident.

-----------------------------------
Mather's Account of the Gloom Attack

"Mather's account began describing how Kent deLocké of the Mystran Inquisition had just rescued Diana Nerelith from being tortured by the Underdarker Maalafess Enkephalon. Mather, Dregan Densular, and Angela Amana went to Castle Gloom to see to her wounds, the castle being the base of operation for the Mystran Inquisition."

"Angela left after making sure Diana was stable, leaving Mather, Kent, and Dregan with Diana. They heard a knock downstairs and found Aura and John, who came to check in. After they made sure Diana was fine, Aura and John went upstairs for a nap, as they had just completed a patrol of the island."

"The entire time, an anti-scrying ward was up due to the nature of Diana's encounter. Kent suddenly realized that an anti-teleportation ward had been created as well. Kent and Mather went downstairs to investigate, and found three warded mages in the room where Aura and John were sleeping. Mather and Kent attacked them, and Aura woke up in the middle and joined in combat. The three of them were defeated."

"Mather woke up in a cell in the shadow plane. There were two cultists in the cell with him, and he heard no less than five in the immediate area as well as Aura. The cultists interrogated Mather and Aura for a while, asking about the Order of the Stranger, the Radiant heart, and the Mystran Inquisition. Neither of them said anything that wasn't already public knowledge."

"Afterwards, the cultists took Mather and Aura down to a laboratory and made them both drink a potion. The potion was very unpleasant, it made Mather stronger but also lowered his inhibitions. The effects were personal and horrible, something he did not want to discuss. After drinking the potion, they let Mather and Aura go."

Day 1, Month 7, 159 AR
Garrett Kelson
-----------------------------------

- THE INSANITY ENGINE -
159 AR

In the year 159 AR, the Church of All-Shadow in collaboration with the Erudite Arcanum of Andunor, embarked on experiments utilizing the Shadow Asylum's Insanity Engine. This initiative was led by Maalafess "Keph" Enkephalon, Pontiff Ya'iil, Aurin Guirain, and Mauve Lusieri. A man affiliated with the Helmites stumbled upon the Arcanum's plot to abduct individuals from Cordor via the city sewers' Shadow Door. The intention was to subject these captives to experiments using the engine, inducing nightmares across Arelith. Upon learning of this, the Helmites organized a team to investigate the Shadow Asylum. Simultaneously, another agent with close ties to the Helmites covertly transmitted information about their movements to Arcanum members. Consequently, when the Helmites and their allies assaulted the Shadow Asylum to thwart the experiment, they inadvertently fell into a carefully laid trap and suffered significant losses in the ensuing confrontation. Afterward, it was speculated that the entire scheme involving the Insanity Engine was a calculated ploy to lure the forces of Cordor into an ensnare and eliminate them, a goal that was ultimately achieved.

-----------------------------------
The Void Cult and Arcanum,

"Cult of the Night Maiden and Arcanum have been preparing a psionic device that allegedly is potent enough to influence settlements across the isle and their people."

"This device was tested in the Shade Asylum of Shadow Plane, with an intention to amplify its effects via the Nightmare Device located within its deeper halls. Various groups came together (mostly Dominion participants, and zealous groups) to attack the place."

"A moment before this occured and meeting was ongoing in Cordor, I met with an Arcanum officer to discuss general state of affairs. They received an emergency call to return to Arcanum for a meeting, which they heeded."

"It is my belief Sydney Harrow was informed about the amassing surface forces, at which time she alarmed host of Andunorian occultists to counter it. It worked. Surface forces were devastated and many were caught."

"These prisoners are to be considered compromised, if they were later subjected to the Device, and further, subsequent manipulation by the Void Cult as result. A man who witnessed this all up close is advised how to deal with risk elements, but I find it doubtful sunlanders have what it takes to limit captives' later movement, manage interrogation, and practise isolation techniques to treat captives separately, and lastly execute those who show resistance to treatment and display signs of greater corruption."

"Bring in every thread of information that concern activity of the Void Cult at large. Marching armies is no solution, and call to arms that occurred displays to me how incapable collection groups Above are; Shade Asylum is easy to defend and during the briefing they had a spy, or spies, among them to alarm cultists of opposition's gathering for a counter. Information is a blessed thing, but to spread it careless to all is folly."

Day 22, Month 12, 159 AR
Vance Gravelle
-----------------------------------

Over time, the Church of All-Shadow crafted a duplicate of the Insanity Engine, a device designed to materialize an individual's profound fears, nightmares, anxieties, and paranoias. Essentially, it served as a torture device utilized by the cult in their activities across Arelith. This instrument's last known placement was within the Cult's Lighthouse stronghold in Shadow Wharftown before its collapse in 170 AR.

- THE SUBJUGATION OF SIBAYAD -
159 to 161 AR

Before Sibayad emerged as a formal settlement in 184 AR, the von Brandt family sought to transform the island into a semi-independent domain under their familial influence in 159 AR. Fleeing political strife in Cordor, they allied with the Church of All-Shadow to establish a local militia and assert control. This was followed by a pivotal community vote in Flamerule, where new laws and regulations were enacted to lay the groundwork for the town's governance.

In the same month of 159 AR, a conflict erupted between the von Brandt controlled Sibayad and Cordor. The dispute centered around the neutrality of the desert town. During this period in the island's history, the coveted hunting grounds surrounding Sibayad attracted surface and Underdark inhabitants seeking abundant resources and training opportunities. This frequent overlap resulted in violent clashes as rival groups encountered each other in the sandy expanses, often leading to spilled blood within Sibayad itself. Numerous incidents occurred, including one where Cordor nobleman Aldros Rivorndir's cousin was assaulted in the dunes. Cordor's Vice Chancellor Aremis Keidos also played a role, hunting Andunorians and pirates beyond Sibayad's borders, forcing his targets to seek refuge within Sibayad due to the town's perceived neutrality. Eventually, an agreement, detailed below, was reached to address the ongoing tensions.

-----------------------------------
Sibayad - Cordor Accord
Sibayad Union Board, copied by Garrett Kelson 14/12/159

"An agreement between Cordor and Sibyad, Free City of Trade."

"With the objective to facilitate friendly relationships between Cordor and Sibayad, we seek a mutual agreement to ensure non-hostilities."

"Sibayad promises that the First House Brandt shall not interfere in the internal politics of Cordor, nor shall they support, either openly or in secret, the enemies of Cordor with the explicit desire to harm Cordor."

"In Exchange, Cordor promises the same. To not interfere with the internal politics of Sibayad, nor to interfere with the legitimate trade of Sibayad."

"Both Cordor and Sibayad agree, that the first resort to any problem between Cordor and Sibayad, shall be an in person meeting between officials."

"In addition, the below articles are agreed to by both parties:"

1) "House Brandt will not allow any Underdarker or Pirate to own property in Sibayad, nor use it as a base of operations for the sole purpose of waging war on the city of Cordor."

2) "Brandt will not allow any person(s) to start conflict in the sands around the town and flee into the city for protection. The person(s) that started said conflict and then attempt to hide behind Sibayad neutrality will be removed from town by House Brandt forces to the fate awaiting them in the sands or be killed if they resist."

3) "House Brandt forces will give aid in such events as stated above to the pursuing forces, under condition no harm falls upon the innocent commoners of Sibayad or visiting travelers."

4) "In order to complete this accord, House Brandt requires Cordor to publicly acknowledge Sibayad's neutrality and open market trade status, with the understanding that any person that causes violence in Sibayad, not resulting from self defence, and apprehended there, will be dealt with by Sibayad standards."

"Both parties agreed the stated neutrality of Sibayad is strictly for the town itself. The sands themselves are not affected."

Day 5, Month 7, 159 AR
Isabel
-----------------------------------

Several months following the successful vote and the consolidation of power within the desert community, the von Brandts achieved another milestone by brokering a second Accord with Hilda Dwarf-Smasher of Greyport. Unfortunately, complications arose when a representative from the town's Merchant League emerged, casting doubt on von Brandt's accomplishments and accusing them of undermining the League's authority. Despite the uncertainty looming over von Brandt's future, negotiations with the cabal of influential merchants ensued, leading to the granting of a Charter of Trade, the implementation of new town laws, and a series of improvements for the town.

-----------------------------------
Attention Citizens and Travelers of Sibayad
Sibayad board, Copied by Garrett Kelson 14/12/159

"After several meetings between House Brandt and the Merchant League of Sibayad the following changes shall take effect now or in the near future:"

1) "New signs listing updated Laws will be placed by the Merchant League's contractors. Until such time, House Brandt's signs will be updated with the new laws and remain until the League's signs are placed."

2) "A temporary shop for rent will be constructed by the Merchant League's masons within the marketplace for use by visiting merchants."

3) "Efforts will be taken to bribe or threaten Sibayad's Speedy Messenger to remain at a given post."

4) "The 'Articles of Union' which were passed by popular vote shall be rescinded forthwith as the merchant League is the ultimate authority in Sibayad."

5) "Any current Accords with Sibayad shall be considered "Unanswered" by the Merchant League. Those wishing to do so, may resubmit them."

6) "In recognition for their efforts, the Merchant's League has recognized House Brandt as a private entity, a commercial cabal to which it can conduct trade and produce a profit. With the placement of the new laws, the merchant League will see House Brandt empowered to protect its own commercial enterprises and those of its allies both within town and without."

7) "House Brandt soldiers currently stationed as a garrison force in Sibayad under Captain Pepper Crow shall be reformed into the mercenary group "Sibayad Free Company."

"House Brandt wishes to publicly thank the Merchant League for its commitment to a more prosperous Sibayad."

Day 24, Month 11, 159 AR
Emilia Sabine von Brandt

-----------------------------------

Sibayad Law Board

"While visiting the city of Sibayad please remember the statements outlined below:"

"Neutrality: Sibayad is a Neutral City open to all races and religions for the purpose of trade and any serious efforts made to disrupt this will not be tolerated. Outcasts, underdarkers and individuals of monstrous blood must keep their stay short and may not own shops or property."

"Violence: No violence will be tolerated within the city. Those who are found to repeatedly instigate fights within the city, or draw conflict in from without, will find their presence barred from Sibayad. An individual has the right to defend themselves, their property, commercial assets, slaves and/or allies from immediate assault."

"Slavery: Slaves and Slavery are allowed in Sibayad as per the Merchant Leagues decree. Any disruptions to the flow of Sibayad's slave trade will incur disciplinary consequences."

"Legal Enforcement: Sibayad's laws are enforced through the mercenaries hired and officially sanctioned by the Merchant's League."

"Conflict Resolution: Conduct which breaches these laws may be submitted to the Merchant's League for review. All submissions will cost an administration charge of 50,000 coins, plus any additional fees incurred."

Merchant League
-----------------------------------

However, adversity took center stage alongside triumph, casting a shadow over the town's tranquility. As the desert embraced the night and temperatures plummeted, a young girl's joyful laughter foreshadowed the imminent arrival of the vampire Elizabeth. Despite her seemingly youthful appearance, her undead appetite tormented the desert sands, eager to quench its thirst, until the town's militia and residents united to confront the menace.

-----------------------------------
Confrontation in the Tombs - A Wicked Resolution

"As of Day Thirteen, an expedition was organized by the Immaculate von Brandts in the quest to rid Sibayad of the Vampiric threat that plagued the city. Of which, Lady Andrea, infinitely Valiant, Lady Talia, infinitely wise and Lady Emilia, infinitely brilliant, rallied a large force numbering more than fifteen to tackle this terrible threat."

"We were blessed to be assisted by men of all backgrounds, the righteous of Darrowdeep and the cunning of Andunor learnt their swords to the vanquishing of this most terrible plague. This combined might, under the Immaculate leadership of the von Brandts, was able to fell the onslaught of undead."

"Out armed, outnumbered but never outclassed, the onslaught of violence lasted several hours as the expedition cut through to the Tombs as we pursued the Vampire in question. There a battle of stunning proportion took place as Master Tomir in particular challenged doom itself. Our mission objective was met as Master Tomir, Huxley and Quins fierce blades and holy water rendered the Vampire slain. Naeva, of Darrowdeep, in particular shone as an apt undead slayer of undead and the Lady Andrea in her infinite valiance displayed remarkable courage."

"Lady Talia, in her infinite wisdom, worked hard to bring back those who had fallen to the Vampiric menace from the brink of death itself whilst Lady Emilia, in her infinite brilliance, acted fast to see her master plan come to its natural conclusion."

"The vampire was slain but the roof was collapsing. Seeking to end this threat once and for all, the Lady Emilia had the body gathered and buried with the necessary rites to end this curse forever.... However, mere hours after such a burial her grave was robbed by vagabonds and is at large."

Day 14, Month 4, Year 160
Denny Walvish
-----------------------------------

Despite their accomplishments, the leaders of Cordor were actively addressing the threat posed by the von Brandt family. Commander Elias, in charge of Cordor's City Guard, took the initiative to counter the danger by assigning Quartermaster Springstride the mission to infiltrate and live undercover within the von Brandt family. Through a web of deception and a fabricated personal tragedy, Springstride successfully gained their trust.

Following her infiltration, Springstride provided detailed reports and later testified to personally witnessing Emilia von Brandt and Talia von Brandt animating the dead. She also asserted attending numerous meetings involving various individuals, including Sidney Harrow, the leader of an Infernalist Cult, and "Viktor West" (Ya'iil "Viktor" Siluhl), likely a Velsharoon priest. Additionally, the von Brandts were also implicated in managing several shops under different owners, including that of Lora Gallenson, an Abyssal leader.

Armed with this information, Cordor proceeded to conduct a trial in absentia for the von Brandt family, ultimately reaching the following verdict.

-----------------------------------
From: "Chancellor Elspeth Derlson Hearing on House Brandt, Cordor 160 AR"
Transcribed performed by Garrett Kelson on the 14th of Tarsakh, 160 AR.

"In the name of King Edward of Cordor, long and blessedly may he reign, I, Elspeth of House Derlson, Chancellor of Cordor, hereby sentence all family members of House von Brandt to be permanent pariah of Cordor. They will not be allowed to appeal, they will not be welcome in our city, and thus will be for three generations after they have expired. Their retainers and followers will be considered persona-non-grata in Cordor until it is otherwise dictated. The property in shops, housing, and any other element that is owned by their retainers or by them directly will be confiscated, all their property confiscated, all coin stocked in Cordor confiscated. This considered, I suggest all those here who happen to have made the immensely unwise mistake of currently being in business with House von Brandt to conclude said business as soon as possible."
-----------------------------------

Tensions escalated in and around Sibayad as factions mobilized to eradicate the peril posed by the von Brandt family and their allies from the Void Cult. Amidst this ongoing conflict, an ancient menace reemerged, casting its ominous shadow upon the sands once more. Attracted by the renewed bloodshed and violence, the vampire Elizabeth emerged in Eleasis of 160 AR, prowling the tombs of Sibayad and attacking adventurers in search of her mommy. Perhaps due to this or other reasons, though the specifics remain speculative, the von Brandts and Cordor reached an agreement to halt hostilities.

-----------------------------------
Non-Aggression Treaty - Von Brandts
Cordor board, copied by Garrett Kelson 26/9/160

"Fellow Cordorians, citizens and visitors,"

"In the interest of the high aspiration of peace and to avoid that those of innocent blood remain caught in between a conflict they have no knowledge of or investment in, the City of Cordor has established what follows with House Von Brandt."

"FIRST - That no violence will be enacted from Cordorians or Von Brandts (retainers included) on each other in the cities of Cordor and Sibayad, save for self defence. To provoke the instance of self defence will be considered akin to provoking violence."

"SECOND - That no violence will be enacted from Cordorians or Von Brandts (retainers included) on eachother in the lands geographically identified by the definition of Accord Lands, save for self defence. To provoke the instance of self defence will be considered akin to provoking violence."

"THIRD - That no act of Animation or Fiendish Summoning will be enacted on the lands geographically identified by the definition of Accord Lands."

"In consideration of this, let it be known that the Ladies of House Von Brandt maintain the status of Pariah in Cordor, but the inheritance of the status is removed from their direct descendants. Retainers and associates of House Von Brandt are no longer Persona-Non-Grata."

"To make sure that respect of the treaty, signed in good faith, is maintained, each violation will be investigated upon by a Cordorian commission with Von Brandt assistance."

"Cordor and the Von Brandts will be allowed to punish their own found guilty of violating the treaty. If a violation of the treaty is enacted with the consent of the signatory members of the factions, if good faith is not respected or if a violation goes purposefully unpunished then the treaty will be broken."

Day 19, Month 9, 160 AR
Elspeth Derlson
-----------------------------------

Despite establishing peace with Cordor, the desert town faced escalating assaults from Myon's Black Archers and several other surface factions. Under the guidance of suspected Harper operative Vance Gravelle, once a prominent leader in Andunor's Sharps District and a former devotee of Cyric, these forces sought to eradicate any Underdark presence from the sand of Sibayad and those who defended it. The Void Cult-backed von Brandt family emerged as their primary target.

-----------------------------------
The Brandt Depravity

"I pen these words in behalf of many. These many have seen, heard, and are in the know of what transpires within the once-free town of Sibayad."

"Family von Brandt are notorious necromancers, flesh-peddlers, and occultists with deep running ties to Andunor."

"They take commands and advise from Pontiff Ya'iil of Velsharoon, they treat with diabolists of Arcanum, they host Vampire Godbrand, they sought to install Accords and Laws to benefit their family, and not Sibayad as whole."

"Furthermore, through their works they have not been untouched by forming ties to the Zhentarim, Sencliff, and drow slaver Lavok Xun'viir from the Underdark."

"They paid Greyport District of Andunor to serve as their line of defense, with its Duergar and Beasts. This is not business, this is insidious action to ensure their own safety through bureaucracy that was never once needed in Sibayad before."

"They raise bounties against people whose crime is not murder in town proper, but delivering justice to criminals such as Garinox Isley of Andunor. Neutrality of Sibayad is a lie. Neutrality does not imply people remain untouched by their antics elsewhere, or may hide behind it."

"There must be moral responsibility among people at large, and while some say Brandt have not commit a Crime as dictated by books of Law, their practises and occult is tyranny and corruption."

"Cult of Velsharoon and pacted guard operate in Sibayad, inviting dark dwellers to stay at bazaar while League has once dictated it must not be so. This is bad for business."

"So long as the Brandts will stay in Sibayad and seduce people by gold and rotten promises there will be blood, bearing distinct negative influence for everyone."

"Sibayad is no longer free, but held in the choke-hold of female cultists who care not who they will raise up by business transactions and dealings and what harm their magic wrought into the world."

"The Many have spoken and may as many heed."

"To allow is apathy and cowardice."

[Signet of an Open Scroll.]

Day 21, Month 1, 161 AR
Vance Gravelle
-----------------------------------

The conflict reached its culmination when the von Brandts publicly announced the mobilization of volunteers to tackle the issue concerning the vampire child, Elizabeth. On the designated day, troops gathered under the von Brandt heraldic flag, a White Hare on a black field, and marched toward the outskirts of Sibayad. At that location, they encountered another assembly led by Sylvia Naeren and Vance Gravelle, who had gathered at Concordant Fortress, a small desert fort outside Sibayad, intending to intercept the von Brandt company and deal with two adversaries simultaneously. This encounter led to a battle, resulting in the subsequent outcome.

-----------------------------------
Brandts - Vanquished

"A force gathered by Sylvia Naeren of Hoar readied themselves, those named Vance Gravelle, Buppi, Tiyilia, Lakas Larthanien, Angwythiir Auglamyrr, Aliel Ester, and Lora. We gathered at the Concordant Fortress to answer the outlandish advertisement regarding one vampiric being known and harboured by the Brandts, going by the name of 'Elizabeth'."

"Upon travel to the outskirts of Sibayad, we met a sizable force of House von Brandt and their retainers. We found them coddling the being named Elizabeth, goating and insulting our group as we arrived. All were fully prepared for war, the Brandt side began to summon forth fiends and undead."

"Fighting ensured, and Sylvia's forces won out the battle. Elizabeth fled into her crypt-hold where we pursued, banishing undeath as we went. The elf John joined us in this fighting, chasing still Elizabeth. As we went on, we saw the countless lives drained dry from her vampiric acts, piles of bodies and bones throughout."

"With much effort, Elizabeth was slain, beheaded, staked, and burned. Her coffin destroyed."

==Those Vile Defeated==
"EMILIA Sabine von Brandt, TALIA Steel von Brandt, ANDREA von Brandt, VICLAMIN Fourheart, DENNY Walvish, DRAVHO, FLORENCE, TOMIR, VIVIANA L'Oscurita, ELIZABETH the Vampire. In league with numerous FIENDS and UNDEAD."

Day 26, Month 7, 161 AR
Buppi
-----------------------------------

Despite various accounts, two undeniable facts remained in the aftermath: the confrontation resulted in the demise of the child vampire Elizabeth and the death of the von Brandt family's matriarch, Emilia von Brandt. Soon after, the remaining von Brandt sisters and their supporters would vanish from historical records, their fates shrouded in uncertainty. However, former retainer Denny Walvish would go on to find redemption with the Order of the Gauntlet and actively participate in the ongoing war until his eventual departure from the island years later. Although the Church of All-Shadow would make subsequent attempts to dominate Sibayad, they would never again replicate the same level of success. The Merchant League would enact the legal reforms negotiated by the von Brandt family in 169 AR. Over time, these laws were amended, effectively barring Underdark races from establishing a foothold or finding refuge in the township. It was not until 184 AR, when the Merchant League declared Sibayad an official settlement, that it revised its policies to allow all creatures, regardless of race or creed, free access to its markets.

- OPEN HAND ORDEAL -
162 AR

During the execution of assignments for the Shadow Wharftown Writ Agent in 162 AR, operatives of the Open Hand were apprehended by the agents affiliated with the Church of All-Shadow. Among the detainees was Tristan Elu'ron, the leader of the organization at that time, who underwent the harrowing effects of the Cult's Insanity Engine. While this ordeal inflicted damage upon his mind, subsequent endeavors by his allies ultimately facilitated his recovery.

- MINMIR SCHISM -
162 to 163 AR

In 162 AR, the enigmatic Zhentarim Banethurge Dimitra unexpectedly appeared at the Church of Bane within the accursed territories of Minmir. While the true intent behind his visit remains veiled in secrecy, widespread speculation suggests a focus on undermining and dismantling the Harpers' influence on Arelith. Notably, suspicions arose linking him to the demise of Mila Brown, a purported Harper Master Mage residing in the Arcane Tower in the year 163 AR.

During this era, the Church of Bane, under the leadership of Lucius Blackhand and Melina Willows, enjoyed the support of the Church of All-Shadow through a simple alliance. However, tensions flared over the alleged misappropriation of seven million coins gifted by agents of the Void Cult to aid Banethurge Dimitra's endeavors on Arelith. The financial setback sparked internal discord, escalating into a civil war between the Banethurge backed forces led by Lucius Blackhand and those supported by the Church of All-Shadow, commanded by Dreadknight Tarrick Armand.

The conflict reached its zenith in 163 AR when Tarrick Armand's forces breached the inner Keep of Minmir to confront the Zhentarim backed Banites and bring an end to the war. Negotiations turned violent, however, when a strike force from the Rivorndir controlled Darrowdeep Castle arrived to decimate Dreadknight Armand's forces while sparing the Zhentarim within Minmir Keep. Following this defeat, an accord was reached within the Church of Bane. Dreadknight Armand restructured his followers into the Blackwyrm Company mercenary group and refrained from further attempts to seize control of the Church of Bane. Although the issues of stolen funds and Banite leadership were resolved, the enduring rivalry between the Church of All-Shadow and the Church of Bane persisted for years to come.

-----------------------------------
"Mortenthir, as your war with His holy church, persists, more of your number, are brought to light. Yours is a god of secrets and darkness, while ours is a God of strife and hatred. You've earned our hate, and now we shall give you something to fear. We will cast a light on the darkness you spread, and we will strip away your secrets. The followers of Bane have nothing to fear from the likes of you, no secrets to reveal. This war is not a war you can win. Your hands are in the pockets of every settlement on the isle, your corruption, and tampering is widely known."

"You are a fool if you think you've gone unnoticed, our eyes are fixed upon you. You demand gold for the killing of your warlock, Victor. Here is my counteroffer. I offer you his head, in exchange for the head's of Tarrick Armand, Dexter Moonfall, and Tinara. There are still those yet to be named, you and your associates are far too careless to keep this up. We will outlast you."

"Lord of the Hand of His Holy Clergy, Lucius Blackhand,"

Day 3, Month 2, Year 164
Lucius Blackhand
-----------------------------------

- THE LAST QUEEN OF BENWICK -
163 to 164 AR

The chronicles of Ophelia Blackheart's return to Arelith prior to Castle Benwick's sinking in 177 AR and the subsequent war are extensively chronicled in various works scattered across both public and private collections on the island. Given the multitude of existing accounts, we will not delve into a comprehensive recounting of these events. Instead, we will provide a concise overview before delving into the pivotal role played by the forces aligned with the Church of All-Shadow.

In the year 163 AR, the former Queen of Benwick, Ophelia Blackheart, made her return to the island. Her objective was to establish an undead army to safeguard Arelith and prevent a recurrence of the tragic events that befell her homeland. The invasion began with the Twisted Rune successfully orchestrating the release of the Demilich Xhazhygix from Spellhold and the demise of Archmage Mila Brown, the foremost pupil of Archmage Thoramind and the de facto leader of the Arcane Tower, using a magical bomb. As the only mage believed capable of directly challenging Ophelia, her elimination paved the way for the primary offensive. Ophelia then embarked on a series of campaigns over the following year, reclaiming the ruins of her former kingdom. The targets included Bendir, Arelith Forest, Minmir, The Arcane Tower, Guldorand, and Brogendenstein. The protracted conflict ultimately reached its climax with the establishment of "Camp Young" to the west of the Benwick ruins and the extended siege of Light Keep. All surface settlements of Arelith, with the curious exception of Myon, mobilized for the final assault on Castle Benwick and the ultimate defeat of the Last Queen.

Examining the recovered records below, one might infer that the Church of All-Shadow, well-known associates of the Twisted Rune, were contracted to play a significant role in the assault on the Arcane Tower.

-----------------------------------
TW / Zhent- stolen plans, Benwick/Tower/Bendir Risk

"Everything is going to plan. Rugrim's body is ours, and I will see him soon raised. An army has been gathered, and almost all of them have been transported out of our storage realm into Benwick, waiting for my signal."

"An agreement has been secured by Rhantak Fauzgan to be used for our ends with Voidcultists. And we have the Blood Crystal, which will allow us to change the Baator Portal to connect to our own forces on the mainland, giving us much replenishment. Now is the time to begin the Benwick Campaign."

"Use the crystal we have found to temporarily shift the portal to open from Baator to our own mainland forces to reinforce the army we have here."

"Finish moving the remaining army to the deepest crypt in Benwick. As per our agreement with the General of the Ninth, leave an additional force within the orc encampments in the caverns of Bendir Dale. Use the cave network they provide to get closer to the tower for the assault to free Xhazhygix. Our Radiant heart infiltrator is on our way to Sojourner and his Voidcultists to deliver the mirror as promised which will win us his support in our tower siege."

"Once Xhazyghix is free, bring him to Benwick. Meanwhile, send a large force to function as a distraction into the forest and into the Skullcrags to divert any forces away from the tower."

"Once all three of us are gathered, we will move our sights to conquer all of Minmir as the new rightful bastion of our Dark Benwick. Then the realms will see a new age."

"Finally, ensure your phylactery is transported out of this realm as mine was. I will want you here in Benwick if they defeat you, so you may be sent out again."

"We are very near the end, Doomwhisper. Your great reward will come soon. It is only a matter of days."

- Ophelia Darkheart

Day 19, Month 3, 164 AR
Anonymous

-----------------------------------

Twisted Rune infiltrating Radiant Heart

"Tyne was sewing in the Radiant Cave, and she heard someone sneaking behind her. The sneak didn't approach her, but she instead turned to face him, after hearing him."

"He made a few quick excuses for being there, and was attempting to disguise as a knight of the Radiant. Tyne used charm magic to force him to be truthful, and he revealed an allegiance to some unknown Queen. After the charm wore off, he struck out at Tyne."

"Tyne subdued him, and questioned him further. He named a knight Frederick de Lerone as his surperior. Swore that this Frederick would return him to undeath. Tyne also noticed Aurlyn's door was open and reasoned the cultist had been snooping inside."

"Cultist made claims that his group would mean to reclaim Benwick from the devils using undead minions. Tyne also found a note explaining that he was here to steal and give something to Sojourner."

Day 19, Month 3, 164 AR
John Lymitre
-----------------------------------

With the demise of Archmage Mila Brown and the release of the Demilich Xhazhygix from Spellhold, it is evident that the Void Cult successfully fulfilled their role in the war, receiving their reward. A subsequent interview with former Nightseer "Herald" Merwyn verified the completion of their mission, acquiring a valuable magical mirror as compensation. However, this mirror's purpose or eventual destiny remains shrouded in mystery. Additionally, it is worth mentioning a report indicating that during the final assault on Benwick and Ophelia Darkheart, the Church of All-Shadow launched an offensive on the Heartwood Grove. Their apparent objective was to ignite the forest and disrupt the activities of those stationed at Camp Young. Despite this attack, the outcome of the overall assault remained unchanged.

- SIBAYAD OCCUPATION -
165 AR

The mercenary organization known as the Blackwyrm Company, backed by the Church of All-Shadow and led by Tarrick Armand, emerged as a formidable presence in Sibayad around 165 AR. Details of their activities during this period are scarce, but subsequent events strongly suggest that their endeavors to seize control of the town ultimately proved unsuccessful.

- CRUSADE OF THE GAUNTLET -
165 to 170 AR

Following the Blackwyrm's bid to seize control of Sibayad, High Watcher Emma Young of Helm, leading the Order of the Gauntlet, declared a Crusade against the Church of All-Shadow in 165 AR. This holy war marked the first instance in the Order's history where a dedicated effort for total subjugation was made against a targeted singular organization. Emma Young's strategic aims included dismantling the Void Cult's sway over Surface settlements and the Andunor- controlled Underdark, along with launching a direct campaign against their stronghold in Shadow Wharftown. The ensuing conflict unfolded intermittently over the next five years, featuring numerous skirmishes across various locations. Significant engagements occurred in Kholingen, the Minimir Region, Bendir Dale, Cordor, Shadow Wharftown, Sibayad, and within the depths of the Underdark. Presented below is a communication that encapsulates the relationship between the two organizations.

-----------------------------------
Keep your people off the surface and out of Cordor

"I recommend you keep your people out of places they shouldn't be. If we continue to spot them anywhere on the surface or near Cordor we will continue to fight back. I recommend you stay in your own plane."

Emma Young
High Watcher of Helm

Day 27, Month 6, 169 AR
Emma Young
-----------------------------------

There is ongoing debate about the effectiveness of this Crusade and its ultimate impact on the overall conflict's outcome. What is certain is that throughout its duration, the Crusade escalated the number of clashes, bloodshed, and lives lost between the Church of All-Shadow and the Order of the Gauntlet across the entirety of Arelith.

- BATTLE OF KOHLINGEN -
166 AR

Emerging from the depths of the ocean amidst the tumult of the War of Horns in 76 AR, the ancient remnants of Kohlingen have served as a stronghold for adherents of the Twisted Rune ever since. With their gaze fixed upon Arelith, this cadre of undead sorcerers has spun countless schemes throughout the ages in a bid to control the island chain. This coterie's formidable yet treacherous nature has presented a tempting prospect for any faction seeking its favor. Seduced by its allure, the Church of All-Shadow endeavored to forge a formal pact with the clandestine cabal, seeking aid for their machinations across the archipelago. However, word of this plot reached various surface factions, leading to the mobilization of a significant force determined to thwart the Void Cult's ambitious alliance.

-----------------------------------
Report - Void Cult | Kohlingen

Individuals Involved:
"Denny Walvish, Simone Beregnor, Selene Windrivver, Kent DeLocke, Emma Young, Gwen Springscar, others unknown to reporter."

Summary of Event:
"Void Cultists were rumored to appear on Kohlingen. Arrived with total of eleven individuals via Plane of Water. Caught ahead of Void Cultists, numbering 15+. Underdarkers seen with group. All Church and Shield forces fell in battle aside from three."

Speculation and Scouting Afterwards:
"Kent dispatched a skilled monk to Kohlingen to investigate Void Cult activities. It has been determined that they are working with the Twisted Rune on some matters, seeking to plant Shadow Orbs about the isle. Current speculation is that these Shadow Orbs blur the boundary between the Prime Material and the Shadow/Negative Energy planes, essentially melding them into one."

"Known possible locations are Gnitaheithr and Kohlingen."

---End Report---

Day 4, Month 6, 166 AR
Gwen Springscar
-----------------------------------

Despite their utmost efforts, the assaulting force was unsuccessful in severing the ties between the Void Cult and the Twisted Rune. Subsequent interviews later substantiated this reality, affirming that a strong alliance between the Church of All-Shadow and the Twisted Rune endured for numerous years and spanned various operations.

- SECOND SIBAYAD OCCUPATION -
167 AR

The Black Host, a breakaway group from the regional Church of Bane faith in Minmir, made its way to Arelith through Skal in 167 AR. As evident from the following public declaration, they endeavored to establish their presence in Sibayad.

-----------------------------------
The Black Host has Arrived!

"We, the Black Host of Exalted Servants in Humble Service to Our Eternal Lord Bane, have arrived here in Sibayad. We come bearing the words of Bane the Lawgiver, Bane the Eternal, Bane the Triumphant. We are not the paltry servants of an outworn creed, but the inheritors of a doctrine for a new age. Verily, we are not the Church of Minmir or the Moonsea, but Bane's true teachings untouched by heresy and Cyricist blasphemy. All those who would seek to aid our cause of true order and peace are invited to do so; those who would do contrary will be crushed underfoot within the confines of the law. For law is the only thing that separates man from beast; halfling from monster dwarf from rock."

"Overlord of the Black Host,"

Day 17, Month 7, Year 167
Gorathon Varaka
-----------------------------------

Suspected of receiving support from the Church of All-Shadow, the forces of Darrowdeep Castle, alongside others, engaged in a brief yet ruthless conflict against their occupation. This campaign ultimately led to their expulsion from Sibayad, forcing them to retreat into the depths of the Underdark. Taking refuge in the Sharps District of Andunor, The Black Host continued supporting the Void Cult until gradually disappearing from historical accounts after 169 AR.

- SHADOW WHARFTOWN -
156 to 170 AR

The demise of Wharftown, a once thriving fishing village known for harboring the ambitious and controversial, unfolded in the year 130 AR when it succumbed to an assault by an Amnian Naval fleet. However, in the ethereal realm of the Plane of Shadow, a distorted reflection of the material world, significant events or tragedies cast their twisted shadows. Shadow Wharftown emerged as a dark echo, born from the tragedy and loss that befell its material counterpart. In 156 AR, the paths of the Shadow Plane aligned, granting access to Shadow Wharftown. Seizing this opportunity, the Church of All-Shadow swiftly dispatched agents of the Void Cult to claim control over the village's Lighthouse guildhall and Merchant Building. The Church would extend its influence from this new stronghold, dominating the shadowy village's traffic and trade.

This era of dominance prevailed until the Third Iteration event of 168 AR, reaching its climax in 170 AR when a destructive surge of Shadow Plane energies collided with the town. This forceful impact created a massive rift in the heart of the village, swallowing the Merchant Building and plunging the community into turmoil. The once-majestic lighthouse, serving as the stronghold of the Church of All-Shadow, lay in ruins and exposed. Every corner of the town bore the scars of this calamity, prompting the village's Writ Master to relocate to the Shadovar Trade Post, abandoning the town. This incident marked a pivotal moment for the Void Cult. The loss of Shadow Wharftown, coupled with their withdrawal from Andunor in 169 AR, deprived the organization of a centralized location, indicating a potential setback in their influence and activities.

- ANDUNOR CIVIL WAR -
169 AR

While the Church of All-Shadow's primary headquarters remained in Shadow Wharftown, it actively expanded its influence across the island by forming alliances with like-minded groups. This strategic approach garnered the support of the leadership in Andunor's Sharps District for many years following the dethronement of the Beastking Karstaag, allowing the Church to establish a presence in the settlement's modest temple. However, the Cult faced a setback in 169 AR when an unfortunate incident destabilized its efforts in Andunor.

High Priestess Merwyn, previously a slave to Pontiff Ya'iil and Herald of the Sharp's District temple, was ensnared by the machinations of Myon's Black Archers when a longtime friend and Cordor citizen Tamaris extended an invitation to meet her in the Arcane Tower's menagerie. Unbeknownst to Merwyn, this gathering was an ambush orchestrated by the Black Archers to entrap the sharran through blackmail. Cornered and facing a life-threatening situation, Merwyn struck a deal with her assailants: her life in exchange for orchestrating drow sacrifices.

Merwyn organized a string of intricately planned traps, disguising them as innocent adventures to ensnare resident dark elves from the Andunor. The Black Archers, masquerading as assailants, focused their assault on the accompanying drow during these encounters while subtly injuring the sharran to maintain the façade. This cycle persisted until Merwyn persuaded Awcvaza, a daughter of House Xel'vraxa, to venture with her to the shadow plane for the next ambush. In a critical moment, Merwyn convinced the drow to make the ill-fated decision to flee when outnumbered, resulting in a barrage of arrows ending her life. Merwyn then returned to Andunor's Hub, raising an alarm and providing herself with an alibi.

However, the truth eventually surfaced as connections were made, revealing Merwyn's role in the orchestrated murders under the name "Herald." This revelation of treachery involving a faithful of Shar and a high-ranking member of the Church of All-Shadow triggered a response from those in Andunor opposed to the Cult's influence in the Underdark. Amidst twisted truths, accusations emerged that the Church of All-Shadow was officially aligned with the forces of Myon.

-----------------------------------
On the subject of Black Archers and the Nightsinger

"I am amused at the great length and detail of these plans, put to parchment no less, for all to see and even dated. Penned in elven hand to a monarch with a flourish and endearing tone. What a plot indeed, as was the one before it, and the one before that all pointing to the Church of All-Shadow as some hidden threat to the city."

"It is all very amusing then that thus far non of this betrayal has ever come to pass. Yet despite all the tears and moaning the Nightsingers faithful have killed more elves and surfacers at a single art gallery within house Rivorndir than most of you will ever meet in your lives doing trade within these halls."

"Most amusing that the very archers we have fought at Arak's side on numerous occasions would have such elegant plans all neatly laid out. Oh so convenient that allies of the Gauntlet and Darrowdeep would leave these here now. To answer a question from days past, Whom is it that the Church of All-Shadow is aligned. Let it be known that we side with those that have more than rothe paste between their ears to know better. Andunor is better for it."

Day 10, Month 4, Year 169
"Sojourner"
-----------------------------------

High Priestess "Herald" Merwyn's actions and the resulting mistrust ignited a significant conflict when House Xel'vraxa revealed one of their own, Zith Xel'vraxa, as a member of the Church of All-Shadow. This revelation, following the recent exposure and expulsion of another Void Cult operative named Jaezmorlin, was seen as a clear escalation and betrayal. Imri Xel'vraxa, the first daughter of the Devil's Table ruling house, took it upon herself to confront and attack Zith, the Void Cult's agent, in the city's Hub. This act of aggression triggered a counterstrike by Cult operatives, known for fiercely protecting their own irrespective of the circumstances. The aftermath of this clash is detailed in subsequent public disclosures.

-----------------------------------
Tribulations I & II

"I, Zith, worked as an agent for three factions: Noble House Xel'vraxa, the Erudite Arcanum, and the Church of All-Shadow."

"My goals in each were simple. For Xel'vraxa, I wanted to assure my people were prosperous and received the respect and power we deserve. For the Arcanum, I wished to learn, and bring ways to better enhance and serve Andunor and its people. For the Void, I share their vision of a sun-less surface, an eternal night, in which all denizens of the dark may flourish over those that cower in the light, especially the drow, who rightfully belong to conquer on the surface."

"I failed. My goal was to not divide these factions, but to strengthen them, for the betterment of Andunor, and for the betterment of us all. I meddled to get groups to work together, to find common ground, to unite us as Andunor."

"I have more than likely lost the trust of all three factions, as I should. It will not stop me from working toward a better Andunor though, and I am hopeful that my admission works toward that, where my failures in secrecy could not."

"It should be noted that I was the one attacked by Imri Xel'vraxa in the Hub, which resulted in the Church of the All-Shadow striking back at Imri. My membership was still fresh, my hand not yet healed from the blood I spilt for joining the Church."

"I had no part, and no knowledge, in the ambushes upon House Xel'vraxa, nor did I know of Jaezmorlin's infiltration of House Xel'vraxa."

"The Xel'vraxa and Arcanum both knew that I had interests in the Void, as Xel'vraxa knows I have property in the shadow plane, and the Arcanum knew, by my account to Gareth, that the Void wanted Adelyn the vampire kept out of Wharftown due to her meddling. They did not know I had joined their ranks."

Day 17, Month 6, Year 169
Zith Xel'vraxa
-----------------------------------

In the wake of this violent retaliatory strike against her first daughter for what she perceived as an internal matter within the House, Dread-Chancellor of the Devil's Table and Matron Mother Chenizra Xel'vraxa solemnly pronounced the following decree.

-----------------------------------
Devil's Table - Edict - Void Cult

"Void Cult - Unruly guests now barred from The Devil's Table"

"The Void Cult are hereby exiled from entering The Devil's Table district due to the unprovoked attack on my First Daughter, and District Commissar Enforcer Imri Xel'vraxa; there is no excuse for attacking my daughter and a district official at that - Xel'vraxa are beyond reproach. I have passed this edict in the interests of protecting my household, the faithful, the Houses and my citizens from further harm. The District Militia and my House are hereby instructed to enforce this edict and confrontation will only be necessary if the Void Cult do not respect this policy. I must emphasize that I will respect the Hub as a neutral trading zone but I will not tolerate Xel'vraxa being attacked within the zone itself."

"I do not think I need remind this of people, presently, though I wish to cover every facet during these unsolicited heightened tensions prompted by the Void Cult's string of provocations toward my House; this includes extortion, intimidation, collaboration with sunlander's to lure my House into ambushes by the Black Archer's, the self-confessed infiltration of the Cultist Jaezmorlin, plots to undermine and control our district and now direct violence upon my senior Household."

"I encourage the authorities of the Sharp's district to reach out to myself for further dialogue, as I am wholly willing to cooperate in the interests of stability and maintaining Andunorian unison against the sunlands. I shall not allow a 'foolish' mistake on behalf of the Void Cult tarnish the integrity of The Sharps denizens, but I do expect the Sharps district to hold your guests to account as I have done against individuals of my own district whom seek to disturb our trade city."

"In the meantime, The Devil's Table and House Xel'vraxa will maintain their commitments to the War Council assembled by Orgub; however, unless these concerns are sufficiently addressed these current state affairs place such commitments in jeopardy. I urge the administration of the Sharps to hold your own to account and stop these tensions and naked aggression at once."

"What alarms me most is that this is not the Void Cult's first offence against the city and my House. I must question as to why the Void Cult did not seek dialogue with myself to discuss their 'concerns' before attacking my First Daughter and Commissar Imri Xel'vraxa; instead, they chose to act brazenly as per their reputation. I shall be indifferent no more and barter the pride of my House in the interests of 'cooler' heads prevailing. Acting on the premise of 'Strike now, ask questions later - deal with the 'fallout', later' is simply not good enough."

"Dread-Chancellor of the Devil's Table, Yath'tallar to the Temple of Lolth and Matron Mother of House Xel'vraxa."

Day 25, Month 6, Year 169
Chenizra Xel'vraxa
-----------------------------------

Tensions persisted as the rival factions, situated in separate city districts, exchanged blows among their members with an ever-increasing body count and disruption to the Hub Masters trade. The constant testing of each other's determination occurred through both physical combat and verbal sparring. This contest continued for the next two months until, dismayed by the prolonged discord and shifting public sentiment, the Church of All-Shadow officially announced its departure from Andunor's greater community. Simultaneously, the Sharp's District government, ardent backers of the Void Cult, opted to withdraw their district from the War Council of Andunor. This council, a collective military alliance involving all districts of Andunor, had been collaborating in a combined endeavor against the surface world.

Curiously, amidst the chaos, whispers of a potential alliance between the Order of the Gauntlet and House Xel'vraxa against their common foe, the Church of All-Shadow, began to circulate. This unexpected collaboration was brokered by Denny Walvish, a member of the Gauntlet, who acted as a bridge between the two factions. However, the alliance that seemed so promising never came to fruition. Instead, House Xel'vraxa found themselves betrayed, their supposed allies turning against them.

-----------------------------------
The Church of All-Shadow Withdraws

"With this decree, lacking a desire to further split the city of Andunor and stoke the fire of Civil War, the Church of All-Shadow will be drawing down military presence and cooperation with the City of Andunor at large."

"All members of the All-Shadow are ordered to withdraw to the Sharps and cease hostilities. The Shadows will maintain a minor presence in support of those that supported us and the grounds of the Church itself while it is held."

"No further military aid will be extended beyond the Sharps district, offensive or defensive. No further aid will be offered towards war efforts external to Andunor, both material and in manpower. We withdraw from the alliance in place for that same effort."

"Effective immediately all contracts are voided, and hostilities are ceased. With the exception of when attacked."

Day 12, Month 8, Year 169
"Sojourner"
-----------------------------------

The turmoil instigated by the schism would cease, restoring the Underdark city to its customary state of chaos. Over time, leadership in the Sharp's District would undergo transformations via democratic elections, and backing for the Church of All-Shadow would diminish. Ultimately, the Void Cult would relinquish its grip on Andunor, losing its influence and temple.

- DEATH KNIGHT -
circa 171 AR

Following their withdrawal from Shadow Wharftown and Andunor, the cult persisted in pursuing its longstanding goal of assembling an army. They extended their influence to establish connections with the Lost Legion of the shadowlands and, in collaboration with an Alhoon merchant who mingled in the different planes, acquired a void stone. This stone was then embedded into the chest of a Lost Legion sergeant by High Priestess "Herald" Merwyn, transforming him into a Death Knight with enhanced powers in undeath. The newly minted Death Knight emerged as the vanguard of an impending invasion on Cordor, assuming the role of its commanding general.

Upon reaching Cordor the Death Knight corrupted the land in order to summon an undead army, only to face swift opposition from the city's defenders who managed to defeat the assaulting forces. Subsequently, a cleric devoted to an earthen deity prayed to cleanse the corruption lingering from the knight's influence. This prayer was effective as a contorted bush sprouted from the ground. In what followed, two clerics engaged in a heated debate over the nature of the bush, leading to a fatal altercation where one cleric slew the other. Amidst this turmoil, an unnamed yet heroic female stepped forward, drawing her blade to swiftly sever the twisted bush. She ended the corruption with a single sword strike, eliminating the tainted root system beneath Cordor, from which the undead had emerged.

IV. CONCLUSION

After over two decades of relentless conflict and campaigns, the leaders of the Void Cult decided to demobilize and sequester the Church of All-Shadow at the end of 171 AR. In a final enigmatic ritual, they opened several waygates at an undisclosed location within the Shadow Plane, through which many cult members vanished toward unknown destinations. Nightseer Mortenthir "Sojourner" Varsius and his close companions have continued to visit Arelith sporadically since the departure, though they have stated that their primary activities in the region have concluded. Pontiff Ya'iil "Viktor" Siluhl chose to remain on Arelith, though his current whereabouts remain a mystery. Aleister "Godbrand" Gaunt, the vampire enforcer and lieutenant for the Church of All-Shadow, solidified his ties with the Twisted Rune, taking a permanent position within the organization and leaving the island forever. High Priestess "Herald" Merwyn assumed the role of Nightseer within the Church of Shar from Mortenthir and, alongside Lilian Williams, Zith, and Quirina, continued the Goddess' work until the group's ultimate collapse in 174 AR.

While the repercussions and ultimate success of the Church of All-Shadow's efforts on Arelith may never be fully known, their presence was undeniably significant. From their skillful manipulations of settlement politics to their renowned prowess in battle, the legacy of the Viziers of the Void remains unforgettable. What that legacy might be is left for each individual to decide. However, for myself, it is best characterized by the final words offered by former Nightseer Varsius at the conclusion of our interview . . . "Get off my lawn."

FIN

-----------------------------------

BIBLIOGRAPHY:

* Book(s) & Written Record(s):
[1] Adelyn Belle'rose, "Arelith: A History of Wharftown"
[2] Adelyn Belle'rose, "Research Notes"
[3] Alistaire Wyvernspire, "Fifth Chancellors Audience, AR 160 - Mention of House Von Brandt"
[4] Anonymous, "BRANDTS"
[5] Anonymous, "Dossier on Void Cult's Dark Alliance"
[6] Anonymous, "Miranda Magna and Company Dossier"
[7] Anonymous, "Sibayad Law"
[8] Archamus Schelen, "The History of the War of 164 AR"
[9] Buppi Emil of Clan Swordhill, "Dossier: Void Cultists {Amber Tome}"
[10] Denny Walvish, "Journal of Denny Walvish"
[11] Denny Walvish et al., "Faction Investigation: The Void Cult Vol 1"
[12] Denny Walvish et al., "Faction Investigation: The Void Cult Vol 2"
[13] Drad An'ash, "The Reckoning of Benwick: The Assault on Kholingen"
[14] Emma Young, "Keep your people off the surface and out of Cordor"
[15] Garrett Kelson, "Brandt Family and Sibayad Politics, AR 160"
[16] Garrett Kelson, "Chancellor Elspeth Derlson Hearing on House Brandt, Cordor 160 AR"
[17] Garrett Kelson, "News of 159"
[18] Garrett Kelson, "News of 160"
[19] Garrett Kelson, "News of 161"
[20] Goldfinch, "Report: Sharrans"
[21] Gwenno Auburnridge et al., "Twisted Rune's Case"
[22] Jandal Black et al., "Faction Investigation: The Void Cult Vol 1 & 2"
[23] John Lymitre, Buppi, & Vance Gravelle, "Zhentarim and the Church of Bane AR(163)"
[24] Kent DeLocké, "Explanation of Known Sharrans"
[25] Kent DeLocké, "A final note on the Sharrans"
[26] L, "Report: Subjugation of Ophelia the Demilich Year 164"
[27] Lairilwa et al., "Void Cult - II - Other"
[28] Lilian Williams, "Sibayad Articles of Union"
[29] Lilian Williams. "A Story of Names"
[30] Oskarr, "Tyrran Record & Judgement I: The Battle of Sibayad, involving the von Brandt Family, the Church of Helm, the Concordant, and Cordor - Issues of "Lesser" Evil, Negligence, and Redemption"
[31] Oturo et al., "Void Cult Issues with Andunor - Black Archer Controversy"
[32] Samantha Goodman, "Reporting on the Shadow Plane Anomaly"
[33] Sythaeryn Dawnwing et al., "Black Host Banites Company"
[34] Tove Knudsdóttir et al., "Stonehold Events: Adelyn, Tove & Zaphiel A.R. 174"
[35] Zith Xel'vraxa et al., "Void Cult Issues with Andunor - Looming War with Devil's Table"

* Interview(s):
[1] Alistaire Wyvernspire
[2] Arak
[3] Aunrae Hlairyn
[4] Merwyn
[5] Mortenthir "Sojourner" Varsius
[6] Perunika
[7] Roffin Lairmont
[8] "Roxxi"

-----------------------------------

== APPENDIX A ==
ORGANIZATIONS & MEMBERSHIP

- Abyssal Citadel -
"Cypher" (Leader); Wade Swanson (Citadel lease holder); Bjorn Frostcloak; Maalafess Enkephalon "Keph"; Roselyn Kingsley; Maya Ashald; Hasarn Xarn; Neli Ore; Seraphine "Beast" Blackreign; and, Yesthyra "Pet" Rosewillow

- Blackwyrm Company -
Tarrick Armand (Leader); Vicot; Dexter "Thanatos, Panthos, Luctus" Moonfall; Donovan Selemchant; Armand Beckett; Bob Hank (Firbolg); and, Hadrian Grant

- Church of All-Shadow Officers -
Ya'iil "Viktor" Siluhl (Pontiff of The Church of All-Shadow); Mortenthir "Sojourner" Varsius (Nightseer of the Church of Shar and co-leader of the Church of All-Shadow); Aellowyn (lieutenant); Kitiara Moriarty (High Priestess of the Church of Shar); Aleister "Godbrand" Gaunt (Justiciar); High Priestess "Herald" Merwyn (Former Slave of Pontiff & Lieutenant); and, Lupercalia (Slave of the Pontiff & Trade Mistress)

- Church of All-Shadow Members -
Rae'laeltana; Giya; Vez'zrt; Lorelei; Scoria; Bee; "Umbra"; Horus Du'Valdor; Tan'realle; Elrithrullia; Lisanna Blackwillow; Vich of Thay; Aurin Guirain; Maive Lusieri; Fortuity; Gwendolyn; Vezrt; Lupercalia (Slave of the Pontiff); "The Watcher"; "The Doctor"; Hunter; Lynessa (Apprentice of the Pontiff); Ylrathaen (Slave of the Pontiff); Nimbus; Galahad Grimsbane; Anakhsun (Slave); Imzel; Zith Xel'vraxa; Jaezmorlin; Lilian Williams; Gregor Caeruleus (Pirate); Filigree; Lilian Williams; Zith; Quistilla Song; Quirina Chaedris; Yalia Crystaldust; Augur; Amalie Arcath; Yrlathaen; Yukana "Malyss"; Liavelwyn Silvershade; "Sorrow"; and, "Cookie".

- Church of All-Shadow Confederates -
Viviana L'Oscurita; Karla; Alteric Dovohk; Nick Aethur (Maskarran High Priest & Temple Owner); "Brush"; Miranda Magna (Cordorian Socialite); Isabel (Cordorian Socialite); Everett Addams (Pirate); Nepherati; Nyx Darkbloom; Lilian Cladyth (Assassin); Lynn Pak; Bella and Garinox Isley (Erudite Arcanum); Betony; Tinara "Ash"; Xarjia Epsilon; Morghanna; Neil Ore; Bjron Forstcloak; Supay (Gnoll); Dravho Thennemein; Ghost; and, Alyissia

- Deep Legion & Iron Guard -
Arak (War Lord), Merklynn Steelshadow (Count of the Sharps)

- Drow House Dro'Vaalvaz -
Tee'tea Dro'Vaalvaz (Matron); Ilivxun; Zarrsyn; Zilvurr'yl; and, Glyngolyn (Giant)

- House von Brandt -
Emilia von Brandt; Talia von Brandt; Andrea von Brandt; Florence (Family Maid); Astria (Emilia's Bodyguard); Tomir (Retainer); Elain Hakissa (Arena Mistress); Pepper Crow (Commander of Brandt Militia); Denny Walvish (Retainer/Sergeant of Brandt Militia); Jackson Walvish (Member of Brandt Militia)

- House von Brandt Confederates -
Quin Huxley; Giney; Wade; Noah Manderley; Peregrine; Viclamin Fourheart; and, Sydney Harrow (Advisor)

- Jackie's Pirate Crew -
Jackie (Captain); Winward Blakemore; Gymir (Firbolg); Ruger Rockenstocks; and, Ginger Redwine

- Sharps District -
Merklynn Steelshadow; Orgun (Settlement Leader); Maddie Ayloud (Council Member)

- The Black Host -
Gorathan Varaka (Overlord); Ceska (Hierophant); Erika Adler (Inquisitor); Surion Tordred (Dreadknight); Taren (Dreadknight); and, Hallatan Tars (Dreadknight).

- Zhentarim & Church of Bane -
Dimitros (Banethurge); Adenious (Dreadlord); Mordred Kain (Dreadmagus); Lady Erzebet Arganos (Chief Diplomat for the Zhentarim); Kross Ashemark (Dreadknight Commander); Lady Melina Willows (Priestess of Bane); Lucius Blackhand (Commander of the Black Hand); Nas'hloah Zaakir (Favored of Bane & Drow Slave of Lucius Blackhand); Wren Ekala (Dagger of the Inquisition); Thraegal Drakar; Deminon; Nord Lanneman; Aevor Cloudstalker; Darren Banner; Essie Cruz; Marton Cain; Armand; Elain Hakissa; Relminlar; Len Ramnus; Alaric Arrutus; Baine; and, Relminlar

- Opposing Forces -
Cordor; Myon; Bendir; Brog; Guldorand; Radiant Heart; Order of the Stranger; The Mystran Inquisition; Order of the White Stag; Order of the Open Hand; Order of the Gauntlet; Heartwood Grove; Knights of the Rozen Chalice; Dragonstone Grove; Arcane Tower; House Xel'vraxa; House Xun'viir; and, Church of Bane in Minmir

-----------------------------------

ABOUT THE AUTHOR

The modest portrait of a young vermilion-haired woman with pallid flesh is positioned next to the paragraph below. Her emerald gaze looks intently at the reader, betraying the aspect's alluring facade with callous indifference. A subtle smirk, hinting at a predatory nature, appears hidden within the corners of full upturned lips.

"For years, the vampire Adelyn Belle'rose has captivated readers with her historical works upon the island of Arelith. Once the curator of the Cordor Museum, she breathed life into the past through engaging exhibits and displays. Later, as a key member of Andunor's Erudite Arcanum, she spearheaded the investigation into Shadow Wharftown's Third Iteration. Her eventual collaboration with the Merchant League of Sibayad led to discovering its forgotten past. Through initiatives like the Arelith Antiquarian Society and the East Arelith Trading Company, she tirelessly advocates for the preservation of knowledge throughout the archipelago."

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Re: Soulhaven School

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Arelith: Dragons of the Archipelago

Author: Adelyn Belle'rose
Rozen Chalice Publishing, a division of East Arelith Trading
Original Publication: 175 AR
Revised & Updated Edition: Flamerule, 185 AR

-----------------------------------
"The Arelith Antiquarian Society is instituted to examine, preserve, and publish all antiquities connected with the art, language, literature, and history of the Arelith Archipelago. Articles bearing this notation have been selected for conservation regardless of race, faith, alignment, or affiliation. While all efforts have been made to ensure the information within is accurate regarding the subject matter covered, we assume no responsibility for errors, inaccuracies, omissions, or any other inconsistencies herein, whether such errors or omissions are the result of negligence, accident, or any other cause. If errors, inaccuracies, or omissions are discovered, please contact the author who will address the issue."
-----------------------------------

INTRODUCTION

In my relentless exploration of Arelith, I have been continually astounded by the sheer prevalence of dragons, both in their physical presence and in the remains they have left scattered across the archipelago. It is a fascination that has consumed me, an obsession driven by an insatiable thirst to comprehend the creatures that so profoundly shape our world. Guided by the records of those who came before, I have meticulously gathered my findings into this compendium. Each page the product of personal exploration, commissioned surveyors, and countless hours combing through historical records. May this work not only preserve the legacy of these magnificent beings but also serve as a valuable guide for future generations.

== WYRMSCALE RECKONING ==

The Wyrmscale Reckoning, devised by the esteemed scholars of the Arelith Antiquarian Society, is a system for gauging the threat posed by dragons across the realm. These classifications serve as guidance for knights, mercenaries, and adventurers who may encounter such formidable creatures. The rankings are as follows:

EXTREMIS: A peril of the utmost severity, requiring a party of highly seasoned and impeccably prepared adventurers.

MAJORIS: A significant threat, best faced by a well-disciplined and experienced party.

MINORIS: A moderate danger suited for well-prepared parties with some experience or lone adventurers of exceptional talent and prowess.

MINIMA: Unlikely to pose harm unless provoked.

EXITUS: Banished, missing, imprisoned, or otherwise relocated beyond known reach.

TERMINUS: Confirmed slain, excluding those who have risen as Undead.

OBSCURA: Sightings remain infrequent, and efforts to encounter the dragon may yield frustratingly inconsistent results. However, evidence suggests the dragon's continued presence within the archipelago as of this record.

== COMPENDIUM DRACONUM ==

- I -
363RD ABYSSAL LAYER, ENDLESS WASTES
Zamishar, Copper Dragon
Wyrmscale: OBSCURA

Once a majestic copper dragon, Zamishar was swallowed by the Abyss along with his city of Zanshibon during a cataclysm that ravaged the isle of Sibayad in ages past. Consumed by madness, he lingers still, not as a captive but as a corrupted extension of a demonic lord's will. Bound to the searing wastelands of the 363rd layer, he roams as a tormented specter of his former self.

- II -
363RD ABYSSAL LAYER, ENDLESS WASTES
Rendannath, Abyssal Wyrm
Wyrmscale: OBSCURA

Once the proud son of Darnoth, the mighty silver dragon of Brogendenstein, Rendannath was torn from his father's grasp and his soul surrendered to darker powers. Life cruelly ended his fleshless, bony husk yet endures in undeath. Animated by the furious energies of the Abyss and doomed to serve the merciless will of his masters for eternity.

- III -
ARELITH FOREST, PORTAL TO THE LAST BASTION
Imperator, Silver Dragon
Wyrmscale: TERMINUS

The silver dragon Imperator, steadfast guardian of the infernal gate hidden beneath the fortress of Light Keep, stood as Benwick's bulwark against baatezu incursions. Charged with judging the souls of mortals who crossed into Avernus, it also lent its strength to those defending the Last Bastion beyond. During the Fall of Benwick in 88 AR, the dragon met a valiant end in battle against the invading legions of Baator. Its body remained before the portal it once safeguarded until the rising waters of Lake Benwick carried it away in 177 AR. Now, only chronicles and legends preserve the legacy of its sacrifice.

- IV -
ARELITH FOREST, SECLUDED VALE
Ta'lishima, Green Wyrm
Wyrmscale: EXITUS

North of Lake Benwick in Twin Falls Gap, a hidden passage tucked away in an alcove leads to a hidden, serene garden, where the soft chorus of chirping crickets fills the air. At the heart of this secret haven lies a sheltered cave of living quarters fiercely protected by a formidable white bear. Long ago, this refuge was the lair of a fearsome cave-dwelling Green Wyrm, though the creature has since vanished, perhaps having sought a new domain elsewhere.

- V -
AVERNUS, RIVER STYX
Haldrathagalthyasryl, Styx Dragon
Wyrmscale: EXTREMIS

Across the desolate expanse of Avernus, where the River Styx winds its treacherous course surrounded by the empty souls of the damned, lies the domain of the styx dragon. This fearsome darkwyrm haunts the river's toxic waters, immune to their harmful effects, feasting on any creature that dares disturb its lair of hoarded treasures.

- VI -
AVERNUS, WASTELANDS
Innominate, Indeterminate Subspecies
Wyrmscale: TERMINUS

Deep within the desolate wastelands of Avernus lie the remains of a once mighty dragon, its name and legend swallowed by the passage of time.

- VII -
BRAMBLE WOODS, GOBLINOID FORTRESS
Stil'rankarath, Green Dragon
Wyrmscale: MINORIS

Claiming the title of Goblin Protector, this green dragon has garnered both admiration and reverence from the goblinoid tribes who dwell in the region. Lingering above the Bramble Woods, West of Cordor, she vigilantly watches over the greenskin's fortress. Though young and smaller than most dragons, she is shrewd enough to avoid threatening the nearby settlement, choosing instead to safeguard her followers. Travelers venturing to the goblinoid stronghold should remain cautious of her tactics. Known for her ambushes, she often swoops down on adventurers as they reach the rooftop of the central keep and attempt to depart via the tower's one-way portal.

- VIII -
BROGENDENSTEIN, HALL OF LEGENDS
Darnoth, Silver Dragon
Wyrmscale: MINIMA

Darnoth, the silver dragon of Brogendenstein and steadfast Protector of the Earthkin Alliance, stands tall and majestic within the heart of the dwarven mountain stronghold. As both guardian and advisor to the dwarf clans, his presence commands respect and awe. Warm and approachable in demeanor, Darnoth is a delight to converse with for those eager to hear the wisdom and tales he has to share.

- IX -
CELESTIA, FAIRLIGHT SHORES
Bahamut, Gold Dragon
Wyrmscale: MINIMA

Nestled within the celestial planes, Bahamut can be reached through the mystical Astrolabe. Though locating this place is no easy feat, the most reliable method involves drinking a Potion of Attunement near the sacred stones of Heartwood Grove in Arelith's Forest. Upon entering the Astrolabe, a vial of holy water must be placed on the pedestal to unlock the path to Celestia's Fairlight shores. There, a coin tribute may be placed upon a small pedestal to seek Bahamut's wisdom and blessing. Yet, let all who summon him be warned. He is a wrathful god, swift to judge those who call upon him. His divine wrath striking those deemed unworthy vessels for his knowledge.

- X -
CORDOR CULTURAL DISTRICT, MUSEUM
Emal'rdldraxa, Green Dragon
Wyrmscale: TERMINUS

Not long after Cordor transitioned from its modest beginnings as a fort into a more refined urban center, the green dragon Emal'rdldraxa carved its place in infamy. The creature gained notoriety after slaying and devouring a young Cordorian noblewoman who fancied herself an adventurer, along with her well-compensated mercenary entourage. Enraged by this tragedy, the noblewoman's family organized a hunt to avenge her death. Their efforts culminated in the slaying of Emal'rdldraxa, whose remains were later interred in the Cordor Museum as a grim testament to the encounter.

- XI -
DARK SPIRES, BARROW GROUNDS
Innominate, White Dragon
Wyrmscale: MINORIS

Patrolling the lofty realms high above the Dark Spires, this formidable adult dragon is known to descend without warning upon any adventurer who piques its interest. Travelers are urged to keep one eye ever-watchful on the skies above while the other remains vigilant of the Undead rising from beneath their feet.

- XII -
DARK SPIRES, ICY SLOPES
Ichthyss, White Dragon
Wyrmscale: TERMINUS

In ages past, Ichthyss the Revered reigned over the Dark Spires until the dragon Qorusthalatharxyl struck her down and claimed the territory for their own. Whether her remains still endure or have been lost to time remains unknown.

- XIII -
DARK SPIRES, MANOR OF MOURN
Innominate, Dracolich
Wyrmscale: OBSCURA

Rumors say that somewhere within the Manor of Mourn, perched atop a peak of the Dark Spires, dwells a dreaded Dracolich who appears with unpredictable irregularity to strike down any who disturb it. Though many chilling tales shroud the manor, with whispers of monsters masquerading as children, details of the undead dragon continue to remain elusive.

- XIV -
DARK SPIRES, TEMPLE OF AURIL
Qorusthalatharxyl, White Dragon
Wyrmscale: MAJORIS

After toppling the weaker Icythyss the Revered, Qorusthalatharxyl has nearly claimed complete control over the Dark Spire mountains. A feral force of dragonkin, Qorusthalatharxyl is a massive white dragon driven more by brute strength than intellect. Though its cunning is limited, its might is unrivaled, and its greatest desire is to one day overthrow Darnoth of Brogendenstein to seize all of the Dark Spires for itself. Nestled deep within a Temple of Auril high in the mountains above the Spires Citadel, its lair is defended by Ice Giants and the Frostmaiden's loyal followers. The entrance is marked by two colossal statues of Ice Giants flanking either side.

- XV -
FOREST OF DESPAIR
Innominate, Green Dragon
Wyrmscale: MINORIS

Having claimed the Forest of Despair as its own, this adult dragon will swoop down without warning upon any adventurer who piques its interest. While these encounters are unpredictable, a prepared adventure should have little difficulty dealing with the threat.

- XVI -
GULDORAND MOUNTAINS, JOTUNHOLD
Safrathryxh, Gem Dragon
Wyrmscale: MINIMA

Born amid the towering giants of Jutunhold, this young sapphire-hued gem dragon dwells within the mountain stronghold, safeguarded beneath the fortress's watchful eye. What it seeks and what legends it may one day forge remain stories yet to be told.

- XVII -
IRON MINE, EAST CORDOR FRONTIER
Innominate, Indeterminate Subspecies
Wyrmscale: TERMINUS

At the deepest depths of the Cordor iron mines lie the skeletal remains of an unknown dragon. Though its story has long been forgotten, its connection to the half-dragon guardians who watch over the area is unmistakable.

- XVIII -
LOST CITY, ISLAND RUINS
Innominate, Sea Serpent
Wyrmscale: MAJORIS

Deep within the ancient ruins of Kohligen, accessible only by sea or through the Plane of Water via the elusive Astrolabe, lies the domain of the sea serpent matron. Those determined enough to navigate the shattered remnants of this once mighty city-state will find her dwelling in the submerged ruins beneath the fortress. To reach her nest, adventurers must locate The Descent, a secret passageway concealed within the forgotten corridors of the Lost Keep. As they wind through its labyrinthine halls, the correct path reveals itself upon reaching the second of two flooded passageways. From there, one must slip through a wide gap in a collapsed wall and follow the path downward into the depths.

- XIX -
MINAUROS, VALLEY OF SKULLS
Innominate, Indeterminate Subspecies
Wyrmscale: TERMINUS

Located on the edge of a towering cliff overlooking Spire Freth lie the weathered remains of an unnamed dragon. Though the tale of this creature has faded into obscurity, it is speculated to have once served as the guardian of the former Lolthite stronghold. Struck down by the relentless forces of House Freth during the siege that claimed the tower in ages past.

- XX -
MINMIR, GNOLL CAVERNS
Innominate, Shadow Drake
Wyrmscale: EXITUS

Legend has it that long ago, near the shores of Lake Minmir, a hidden cave was fiercely guarded by a tribe of Gnolls. These brutal creatures, along with a fearsome adult shadow drake, watched over a passage to the Underdark. Despite numerous attempts, the cave's exact location has remained elusive. With the ever-changing landscape of Arelith, it is believed that the gnolls and the shadow drake have vanished into the mists of time. Perhaps destroyed or driven off by the giant clans now claiming the region's caverns.

- XXI -
MINMIR, HILLS
Hatred's Shadow, Green Dragon
Wyrmscale: OBSCURA

First sighted in the lands of Minmir around 181 AR by members of the Radiant Heart Auxiliary, the dragon known as Hatred's Shadow was described as a wyrmling resembling a green dragon with white scales and piercing emerald eyes. Though rarely encountered, its presence is often heralded by the eerie glow of green flames. Personal writings from that era, particularly those recovered from the Church of Bane in Minmir, reveal a deep connection between the dragon and the feared God of Tyranny.

- XXII -
RED DRAGON ISLE, ABAZUUR'S PALLADIUM
Abazuur, Red Dragon
Wyrmscale: EXTREMIS

Perched atop the peak of the aptly-named Isle, Abazuur is an ancient and immensely powerful red dragon who jealously guards his hoard of treasured possessions. Ruling as the undisputed lord of the island, he commands not only a small host of subjugated red dragons but also a loyal cadre of fire giants who serve as his devoted vassals. Second only to Glauros in proximity to the Nelanther Isles, Abazuur is known to make occasional visits to the island of Sibayad. A fearsome adversary, Abazuur defeated the great dragon Orias, casting her down to claim the mantle of the most powerful red dragon in the archipelago. For a time, long before the rise of humans in the region, Abazuur even boasted to be the ruler of the Arelith itself.

- XXIII -
RED DRAGON ISLE, SULPHUROUS GROTTO
Innominate, Red Dragon
Wyrmscale: MAJORIS

This ancient red dragon is hidden within a lower cave and serves the island's lord. Though its hoard may not rival Abazuur's, the plunder and the battle it offers are still a worthy challenge.

- XXIV -
RED DRAGON ISLE, SULPHUROUS GROTTO
Innominate, Red Dragon
Wyrmscale: TERMINUS

The remains, found in a cave near the island's ancient red dragon liar, are thought to belong to one of the many draconic creatures that have called the island home.

- XXV -
SANCTORIUM, CHAMBERS OF THE PROVOST
Innominate, Shadow Guardian
Wyrmscale: MINORIS

In the Shadowplane, near the spectral remnants of old Wharftown, stands the enigmatic Library Sanctorium. Deep within its labyrinthine passages lie the Chambers of the Provost. A foreboding statue of a shadow dragon towers over an unassuming chest within this place. Whispers speak of a sinister enchantment: should anyone dare to open the chest, the statue awakens, springing to life as an adult shadow dragon. Though intriguing, this shadowy guardian is said to pose little more than a fleeting challenge to a seasoned adventurer.

- XXVI -
SIBAYAD COAST, MOUNTAIN RUINS
Innominate, Blue Dragon
Wyrmscale: EXITUS

Among the coastal ruins of the ancient Yuan-ti Empire, a fearsome adult blue dragon once prowled, striking down any who dared trespass upon its domain. Scholars debated the creature's motives, with some attributing its aggression to territorial instinct and pride. In contrast, others suspect it acted to defend a hidden lair and a precious clutch of eggs. Whatever the truth, the great sandstorm of 184 AR forever altered the landscape of Sibayad, burying the mountain ruins and reshaping the isle. Displaced by this cataclysm, the dragon vanished, relocating to parts unknown.

- XXVII -
SIBAYAD, LOST DESERT FORGOTTEN CITY
Innominate, Black Dragon
Wyrmscale: MINORIS

This adult dragon, now the undisputed ruler of the Forgotten City's ruins, descends without warning upon any adventurer who piques its interest. While these encounters are unpredictable, a prepared adventure should have little difficulty dealing with the threat.

- XXVIII -
SIBAYAD, LOST DESERT
Innominate, Gold Dragon & Black Dragon
Wyrmscale: MINORIS to MAJORIS

Should one wander the fabled Lost Desert of Sibayad, they may chance upon a curious sight: a gold and a black dragon locked in mortal combat. In such a moment, the traveler faces four choices. First, they may charge into battle against both dragons, proving their bravery and lack of self-preservation. Second, they may rally to the side of the gold dragon, earning its gratitude and words of praise. Third, they may align with the black dragon, gambling that their aid might earn its mercy. Lastly, the most prudent may seize the opportunity to flee while the great beasts remain preoccupied, valuing survival over glory. Ultimately, the choice and the consequences belong to each adventurer alone.

- XXIX -
SIBAYAD, THE DUNE WASTES
Elidor, Brass Dragon
Wyrmscale: MINIMA

Perched high atop an eyrie in the Dune Wastes of Sibayad, Elidor bestows boons and wisdom upon adventurers daring enough to reach its domain. Through a vast obsidian mirror, the dragon communes with visitors, its demeanor amicable and open to negotiation. Content to share its knowledge from the safety of its lair, Elidor remains ever watchful. Fending off relentless assaults from its rival, Glauros, who seeks to claim the eyrie for its own brood. Yet, as with all such beings, one must not be lulled by the dragon's genial nature, instead meeting it with both reverence and caution.

- XXX -
SIBAYAD, THE DUNE WASTES
Glauros, Subspecies Unconfirmed
Wyrmscale: OBSCURA

Glauros, one of only two named dragons on the isle of Sibayad, covets the eyrie of the Elidor, for he has no lair to call his own. Though their broods occasionally clash, Glauros seldom reveals himself, favoring manipulation through agents and proxies. Denied his prize through open warfare, he and his wandering brood lurk in the desert sands, weaving schemes of trickery and intrigue to achieve their ends.

- XXXI -
SKAL FELL PEAK, DUN MAGOG
Geimhreadh, White Dragon
Wyrmscale: MAJORIS

Perched atop Skal's highest peak, this mighty white dragon has little ambition beyond claiming the entirety of the Skal Fell as its domain and toying with those adventurers who dare scale the icy mountain, seeking glory through his defeat.

- XXXII -
SKAL, ELIVAGAR CROSSING
Innominate, Bonewing
Wyrmscale: TERMINUS

Located on a small plateau above the Corpsefeast Champion of Yeenoghu, these icy bones are all that remain of the once great beast. Its carcass stripped bare by scavengers and left to stand as gim testament to Skal's merciless environment.

- XXXIII -
SKULL CRAGS, WESTERN SLOPES
Innominate, Mist Dragon
Wyrmscale: MINORIS

Nestled in the foothills just off the main road, a solitary mist dragon dwells in serene contemplation. Preferring the quiet to ponder the way of things, it despises interruptions and will fiercely attack any adventurer who dares to disturb its peaceful solitude.

- XXXIV -
SKULL CRAGS, WINDSWEPT PEAK
Innominate, White Dragon
Wyrmscale: MINORIS

Having claimed the peak as its own, this adult dragon will swoop down without warning to attack any adventurer who piques its interest. While these encounters are unpredictable, a prepared adventure should have little difficulty dealing with the threat.

- XXXV -
UNDERDARK GLACIAL CAVERNS, THE MELT
Innominate, White Dragon
Wyrmscale: TERMINUS

Along the path to the Ice Roads rests an ancient white dragon, its form entwined with the lifeless husk of a golem. Though the cause of their battle is long lost to time, the relentless cold has preserved them in an eternal moment of stillness, frozen forever at the climax of their struggle.

- XXXVI -
UNDERDARK, CAVERNS OF THE LOWERDARK
Ust'bath Bess'd & Inthuul Tagnik'zur
Wyrmscale: TERMINUS

Deep within the Lowerdark of Arelith lies one of its more haunting spectacles, the remains of two ancient dragons eerily preserved in death. The first, Ust'bath Bess'd, was a fearsome female shadow dragon that once menaced the Underdark through terror. Beside her rests Inthuul Tagnik'Zur, a formidable black dragon that once stood sentinel over the descent into the Lowerdark, rumored to have possessed a key to one of the fabled gate locks of "The Vault." Their remains are positioned alongside a ritual circle, their massive hearts placed at its center, in an enigmatic arrangement whose purpose was once whispered to unlock the secrets of forging and commanding dracoliches.

- XXXVII -
UNDERDARK, THE BURNING SHORE EAST CAVES
Innominate, Steam Dragon
Wyrmscale: MINORIS

Steam dragons are a rare branch of mist dragons, dwelling exclusively within the thick vapors of volcanic regions. Masters of land and water, they are relentless hunters driven by instinct rather than reason. This specimen is no exception, striking with unyielding ferocity at any who dare trespass into its domain.

- XXXVIII -
UNDERDARK, THE BURNING SHORE RUINS
Orias, The Greatwyrm
Wyrmscale: OBSCURA

The Greatwyrm Orias, oldest of those that inhabited the region, was mother to many of the countless kobold dragonkin who worshipped her as their progenitor. She and her devoted followers forged the first true kingdom upon Arelith, deep within the Underdark, in a land known as the Burning Shore. Yet her reign met its end at the hands of Abazuur, and now only ruins remain as echoes of her legacy. Whispers persist of her return, though should they prove true, she would be but a shadow of the mighty dragon she once was.

- XXXIX -
UNDERDARK, THE CITY OF SPLENDORS
Mllikiek'zztts , Shadow Dragon
Wyrmscale: EXITUS

In ages past, the shadow dragon Mllikiek'zztts ruled over a kingdom of darkness deep within Arelith's Lowerdark, her reign unchallenged until ambition and treachery festered within her court. Strife erupted, plunging the city-state into a ruinous civil war that tore it asunder. Amid the turmoil, Mllikiek'zztts was dethroned and cast from the material plane, her loyal followers fleeing into the endless gloom of the Plane of Shadow. With her downfall, the City of Splendors crumbled, its legacy devoured by time and forgotten by the world.

- XL -
UPPER SHYR, THE HOLLOW PASS
Innominate, Blue Dragon
Wyrmscale: MINORIS

A young blue dragon stands watch over a marble deposit in the northwest of Bendir Dale's Hollowing Pass, near two bridges that span a pair of picturesque waterfalls. For a prepared adventurer, this creature poses little threat. Given the number of wyvern that roam these verdant valleys, the presence of such a beast here is hardly unexpected.

FIN

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BIBLIOGRAPHY:

* Written Records:
[1] Kaliyah Serafine, Anden Smith, Elwood Thron, & Anden Smith; "Librum Draconis: Arelithica Vol. I"

* Interview:
[1] Jack Topholiho
[2] Horrik Hellbelch
[3] "Roxxi"
[4] Brem Hastahar
[5] Elidor, The Brass Dragon

* On-Site Investigation:
[1] Adelyn Belle'rose
[2] Jhi Kir-Khala Belle'rose
[3] Lilith
[4] The Sand Dancer Gnoll Tribe
[5] Vestelle Duskmere
[6] Indis

* Special Thanks:
To the authors of the Librum Draconis: Arelithica for your dedication in chronicling the dragons of Arelith and inspiring future generations to continue your work.

-----------------------------------

ABOUT THE AUTHOR

The modest portrait of a young vermilion-haired woman with pallid flesh is positioned next to the paragraph below. Her emerald gaze looks intently at the reader, betraying the aspect's alluring facade with callous indifference. A subtle smirk, hinting at a predatory nature, appears hidden within the corners of full upturned lips.

"For years, the vampire Adelyn Belle'rose has captivated readers with her historical works upon the island of Arelith. Once the curator of the Cordor Museum, she breathed life into the past through engaging exhibits and displays. Later, as a key member of Andunor's Erudite Arcanum, she spearheaded the investigation into Shadow Wharftown's Third Iteration. Her eventual collaboration with the Merchant League of Sibayad led to the discovery of its forgotten past. Through initiatives like the Arelith Antiquarian Society and the East Arelith Trading Company, she tirelessly advocates for the preservation of knowledge throughout the archipelago."

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