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Messages - Karwelas

#1
Screen Shots & Obituaries / Re: Kirgan 'Caddy' Cavanaugh
December 19, 2023, 04:12:33 PM
Caddy was one of most important members of Jannisaries after Blue sadly had to let go of Colmes and probably one of the most defining members of the faction last months. Great job and welcome back Johan. Excellent character!
#2
My time in game for next week or two may be minimal to zero due to Christmas and IRL stuff and some other cool stuff to do for server.
#3
General Discussion / Re: EFU Newbie Survival Guide v6
December 10, 2023, 01:05:34 AM
Hello everyone!

I wanted to add something to the guide myself, as I have often seen many people confused by other aspects of EFU and how to approach it sometimes: my tips aim to address this and answer some of the hanging questions that some of you may have. (I have to say right away that this part of the guide is made by me, and some of this information may be slightly wrong - if it is, let me know and I will do my best to correct it quickly!)

Do not be afraid to thank other players for their participation in the roleplay, praise something about their character, ask for tips, and generally be social. You may be pleasantly surprised to find that while IC is important, we are all human, and while we know and like someone OOC, we are more likely to approach them - it's a social mechanism, and no matter how we try, we can't stop being human, even when we're pretending to be someone else! Being positive goes a long way.

The Core of EFU: Me, you and the world

Something that should be addressed first is what EFU is all about: there were many people, myself included, who were quite culture shocked when we started our adventure here, coming from different servers, communities or even games! there is nothing wrong with being new, believe me - we all started at some point!

EFU started its career a long time ago - I think the exact date was either winter or autumn of 2004/2005, so as you can see it is pretty damn old. Some players are here from the very beginning, others joined later, during the life of the server. EFU has its own culture, memes and approach to certain things, so don't be discouraged if you see people talking about things you don't understand: some of us have known each other for years. Don't be afraid to talk to people and get to know them.

But back to the main point: EFU is about telling stories. Not always happy or victorious stories. Sometimes, they will end in tragedy and pain - but that is also fun! While mechanics is the focus of much DM work, the main goal of EFU has always been to tell stories, some of which have spanned years of play. EFU is divided into "editions" or "chapters". Each has a fundamentally different approach to factions, world setting, general themes and ideas. Some ideas may fit into the setting, but we all make mistakes, and EFU has always been something of an experiment in pushing boundaries with ideas.

V6 takes a radically different approach: it focuses on a single hub city called Ephia's Well, where player characters can get involved in everything from politics to economics, discover the hidden history of the world (which is one of the main themes of the chapter!), join one of the Accord factions, and push the boundaries of the world. The conflicts, while not as deadly as before, are still part of the world - in my humble opinion, storytelling is all about conflict. Whether it is DM challenges, personal character issues or conflicts with other player characters, it is always something of a core part of roleplaying. The setting is much more lawful - murdering someone in the street can kill your character as quickly as a blade between the ribs. Intrigues and clever ways of undermining your opponents can give you a much longer and more satisfying story. Remember - if you kill them, it is the end. Give yourself and others time to get to know your character, form rivalries and learn about each other.

Do not be afraid to be a part of it. Challenge, confront and fight: "March on to spite the sun".

"EFU is not for everyone."

What I am about to write may be controversial for many, especially in more casual communities and servers: EFU is welcoming in its own way. Many of the players and DMs here are some of the nicest and most helpful people I have ever met on a Neverwinter Nights server, and you can always ask them for any kind of advice, whether it be on plot or mechanics.

However, there is one thing I have to say - to quote Howland, the main admin of EFU, "EFU is not for everyone", and I have to agree. You see, EFU is made with certain basics in mind - premadeath, weight of consequences and stories told, and low level environment. It is made in such a way as to give both real feelings of tension and weight to the things that happen in it. Your character will not wake up after being killed by another PC (unless you want them to - you can always say you didn't want to kill them in the first place). As mentioned before, your character will die. They will die from plots, betrayals, bad decisions, mechanical deaths and just plain bad luck. If you are uncomfortable with this, you should consider changing your approach to EFU. There is nothing wrong with playing a more casual character, a thug, a simpleton, or even a plain stupid or careless character - after all, once you get your bearings, you can make a different character, or develop the character into something much more sophisticated or different, depending on the events around them!

Do not be discouraged by making mistakes. You will make them. I have made them myself and found myself taking breaks from EFU many times. It is not a bad thing. Some people play here for years, take a year or two off, and sometimes come back after a week. It is a hobby after all. The first thing it should be is civil and fun.

The weight and role of social interactions or "The Chains that bind characters":

EFU is all about connecting with the characters. It is, after all, the crux of the story. While DMs act out the world, the focus of EFU is on connecting the relationships between factions, characters and groups. While it may seem like a good idea to play as a lone wolf, mocking and insulting everyone, you may soon find that you are left alone to your own devices, and that may not sit well with someone who is new to the server and does not know how to stir things up around their character in a way that will still get the attention of other players. EFU actions have consequences and social repercussions: not many people want to be friends with, let alone be associated with, cannibals, murderers or any other kind of horrible person.

However, villains are a very important part of EFU history - many beloved characters were evildoers who did more harm than good and took many lives in the process. It is all about experience and finding out what makes people tick. There is room for both good and bad characters, and while it may be hard at first, other players will get to know you and start to interact with your character, especially if they see that you care about interacting with them. Do not be afraid to make enemies, rivals, friends and simple acquaintances. At first I would suggest something more social to get to know the current chapter and climate of EFU - do not wait for others to approach you, be the first! Talk to them (even if they push you away at first, it may just be that they are busy IC. Believe me, sometimes there is a lot of activity in the game, especially during the elections of this chapter) and don't get discouraged. Even if the first five contacts fail, they may remember you and end up questing with you or doing something else with you in a few days.

The effort or how to make things work:

One very specific thing about EFU is effort. Or rather, the amount of it it sometimes takes to make things work. Of course, as mentioned before, this is just a hobby. You don't have to spend countless hours getting to know people or polishing your character to the point where every facet of it can be roleplayed.

The first rule of EFU regarding effort is that it doesn't always work. Sometimes your great scheme or character idea will not appeal to other people or DMs - sometimes even to you! Sometimes there's too much going on, or people aren't invested enough to follow it. This is normal: believe me, I learned this the hard way. I have seen people shoot up with their first character and rock the server like it was their band, becoming legends in their own right, while others have had to spend months getting used to the specifics of the server or chapter. Getting used to it is a normal process, and people will slowly get to know you outside of the game as well - believe me, some people are afraid that some great storyline will come to a halt because someone stops playing.

That's why, even if they don't comment on it, the effort you put in is noticed and appreciated, even if it doesn't always work out. People are not always good at giving each other credit, but I was shocked to hear that some people loved a character of mine that I thought was a shallow puddle of water and nothing interesting about it could keep me playing it. DMs notice the notes you make on EFUSL, and even if they don't say anything, they read them.

A very important aspect of this, which even some old players have problems with, is getting people involved in things. The more people involved in something, the more support it will get, even from DMs. But remember, you don't have to be a big shot on every character. Even very small ideas can get noticed and taken up in ways you might not expect.

It won't always work, but that's no reason not to try. Help others push their things and you may find that they will help you! The longer you stick with a character, the more you will be noticed and remembered - especially in this chapter, as it aims for longer than usual character development. If you want to get DM's attention, join one of the DM factions, they exist for that very reason. Help or hinder your brothers and sisters in arms for coin and influence, betray and make allies, love, hate and generally have a bloody good time, ok?

"You can app for everything" or applications, DMs and DM attention:

Applications on EFU are also a specific thing - they are basically anything from getting a prestige class to starting a plot. In theory you can apply for anything, but in practice... the first thing to consider, as mentioned in this guide (https://www.efupw.com/forums/index.php?topic=705188.0), is how easy it will be for DMs to make and how fun it will be for OTHERS to interact with. If you ask for an amazing magical weapon that will be OP, don't be surprised if DMs say "Yeah, no, sorry! On the other hand, if you get a group of people together after a week or two of screaming about wanting to make a magic weapon, RP for information on minerals and metals, and gather a group of PC blacksmiths to make it, you may be pleasantly surprised with the results.

Some applications are earned in-game - promotions in factions or prestige classes almost always fall into this category. They are meant to be played out in-game, sometimes over a long period of time on the player's side to reach a certain status and conclusion - sometimes it can happen faster, sometimes slower. The monster races in this chapter are not the main focus, so you may find that your application will not be accepted for them. As mentioned before, each chapter has its own theme and flavour. What worked last time may not work this time!

Sometimes DMs are already working on something. There may be ongoing plots that you have no idea about. Sometimes they create new locations or expand the server. Abala worked on chapter 5/6 for about 10,000 HOURS - it is the only DM that I have confirmed with work-load, so sorry for using you as example, Abala!. Some other DMs have probably worked no less, including the entire lore of the Great Ash Desert, mechanics, bug patches, new classes, areas and other things. They are very busy people doing this for free - and they are still human, prone to making mistakes just like you and me. It is always worth remembering that and keeping things positive - nobody is paying them or us to play or DM, haha!

Sometimes you may notice or feel that the DMs seem to be favouring someone at the moment - it is all a matter of perspective. Nobody is ignoring you on purpose or with ill will - if you suspect anyone to have bad intend against you OOCly, talk with other DM about it. It really may be just that: a feeling. Of course, as humans, the playerbase is more inclined to trust veterans who we know will not disappear in a week and never be heard from again. That is natural. Sometimes people make group concepts together, but I have never experienced being ignored by people other than by in-character means. I have never experienced ill OOC intent.

On the contrary! Many times I have been given tips on how to approach things, or simply talked to people about ideas and concepts, and been thanked or thanked for my own input - from books I have written to various suggestions. People are here to help, as long as you have the courage to ask! Again, just approach people and get to know them - even if #EFU-main is sometimes salty, they are all great people. (Except gnomes. Don't trust gnomes).

I think this guide is in itself a good start for the EFU. Sometimes it's fun, sometimes it's not, but isn't that life? As long as you enjoy playing, play. If you don't, take a break or do something else. It's just a hobby, not a holy mission - you don't have to force yourself to play it. But I hope you will have as much fun with EFU as I and many others have, and that we will get to know each other, newbie! Stay cool, stay frosty and stay happy and positive - I think that is the key.

Thanks for your attention!
#4
Dust Devils Crawlers


Dust Devils Crawlers are a subspecies of Ooze - these creatures are mindless shamblers that feed on whatever they can find, but they can also be quite cunning. They will engulf their victims and eat them whole, slowly digesting them in their oozey insides. They usually have a dust/sand colouring to help them hide in the underground tunnels that are their favourite hunting ground.

However, what makes these creatures one of the MOST DEADLY described here is their unique and nasty ability - they can paralyse anyone they touch, making them unable to move as long as they are touched, unless their body is strong enough to withstand the effect of their poison. This is, of course, a perfect predator technique, and I have seen it used on many people before they were dragged out. Engaging them in melee without proper preparation is, in my opinion, akin to suicide, and there are really more pleasant ways to do it - so please don't engage them without said preparation. Spell of Freedom or the right potion can save you a lot of trouble, but this ability can work on MULTIPLE PEOPLE at once, so don't be surprised if your whole team gets devoured this way if you get too close. They also have amazing "hearing" abilities, sensing vibrations.

If you have to fight them, you are already in trouble, but if you have to - use magic and ranged weapons. Do not get paralysed. Do not get devoured. You will thank me later.
#5
Gnolls


Gnolls are some sort of canine-humanoid hybrid. They are ferocious creatures with a carnivorous diet and nature - prone to both serious crime and petty misdeeds. They are used to taking things by force, even within their own tribes, and are ruled either by the strongest or, in very rare cases, by a shaman. Gnolls, on the other hand, feel a certain tribal bond within a pack and will not work against each other in a group, especially if they have a strong leader. However, this courtesy is not extended to anyone else. They enjoy hunting and killing, and there is no point in trying to talk to them. They tend to keep hyenas as pets and feel a good bond with them.

As tribal creatures, they are often nomadic and divided into tribes. Tribal conflicts are known to be brutal, often ending in the total annihilation of one tribe, taking their land, resources and weapons, but they will do the same to anyone they wish unless stopped by force. Curiously, they are also master scavengers, able to gather even the most useless things and find some use for them.

What is terrifying about them is their art of taking slaves and keeping them for food or worse. I would seriously advise you to find a way out rather than be enslaved by a gang of gnolls. They are masters of torture and torment and will stop at nothing to make sure you are broken.

As for how to fight a gang, a good group is a must - lone gnomes are a rarity, and usually half a tribe on the hunt is deadly for even the most experienced of travellers. You should always be aware of their hunting skills. One of the most notable tribes of gnomes are the Jackals, who live near Ephia's Well. They are known to have destroyed many caravans.

I would like to thank Richo The Waradim for information about Gnolls, they were mostly gathered thank to his help!

Eyes - Lesser and Greater


The Eyes, floating round heads with one-eyed, toothy maws, are notorious pests of the desert. These creatures are utter nuisances, and while they rarely pose any danger, in large numbers and in dangerous areas they CAN be dangerous, as their rays are capable of stunning an unsuspecting person, making them a delicious target for larger and more intelligent things.

Their rays, both lesser and greater, are capable of dulling the mind and stunning a person, as mentioned above, while also damaging the body. They can also bite with their jaws, which they also use to eat. The Greater variant is often the leader of their group, with much more power to their magical rays, and commands them in some way. They move by hovering above the ground and may be able to fly upwards, although I have never seen this.

The quickest way to deal with them is to kill them with a powerful spell burst, such as a fireball, that hits their group while they are gathered in one place. Chain Lightning may also work. If this is not possible, ranged and melee weapons will make short work of them. There is no need to worry unless you do something very stupid, you are in dangerous terrain, or something surprises you. And being in the Great Ash Desert... expect surprises. Often.

TORMENTED



Deep, deep down.
Sometimes, when one is Chained to place, the place is Chained to them.
Some legends have grain of truth.
He Awaits Chained with his Court.


FORBIDDEN

#6
Kinslain



Beneath the Ashfolk's peaceful guise,
Revenants emerge, born of demise.
Taboos shattered, kinfolk's strife,
Darkened creatures, bred from taken life.

In shadows cast by forbidden kin,
A curse takes form, where blood-ties have been.
Silent echoes of broken trust,
Kinslain rise, for revenge they lust.

- an old poem of Ringrunners

The people of the Great Ash Desert are subject to many laws and taboos that may seem strange to those coming from the ruins of the Outer Rings or to Awoken. Often, however, these are more than simple cultural remnants from ancient times - they have to do with matters of practicality, religion or real bloody danger, just as you are about to learn.

You see, Ashfolk are forbidden to harm each other or other creatures. They shun all forms of violence, but their greatest taboo has to do with killing relatives. You may wonder why - look no further. Battles between Ashfolk were a thing - such a thing cannot be denied. Go to the shop of the great scholar, Rashid-al-Rashid, and look at the paintings there. You will see one depicting a battle between Ashen tribes.

But what happens when one Ashfolk slays another? What happens is a curse, a mighty and potent one, upon the whole race. There is a reason why the Ashfolk like to use mencenaries and paid helpers - for when one Ashfolk slays another, the slain will rise as powerful undead, bent on taking revenge on their murderer. These creatures, commonly known as Kinslain, are quite powerful despite their size and the culture's gentle approach to combat while they are alive. They do not care who carries death on their spears and claws - you will be as good a target as their murderer.

They are usually hastily buried in mass graves on the sides of the desert and slowly uncovered - they have eternity to seek their revenge. The nature of such a hereditary curse is curious - someone who made it would have to be incredibly powerful indeed. As for how to approach them: with all the bloody courage and caution you can muster. They are not to be trifled with, and they will harm you if they can. They sometimes talk, I've heard, but I don't think it's worth opting for diplomacy. Unless you want to gamble with your life. Being undead, they are weak to positive energy.
#7
Quicksand Men



These creatures, crafted from animated sand, constitute one of the less significant yet more bothersome dangers in the desert. They often appear in packs of no fewer than five and come in two primary forms: stone flingers, who hurl sandstone bits at high velocity, akin to slingshots, and typical smashers, who resemble golems crafted out of sand.

These creatures possess little intelligence and are typically not very hazardous. In high numbers, Ash Storm or encountering different types of sand-created creatures can lead to the formation of deadly groups, though these are infrequent. There are larger subgroups of the aforementioned creatures, including animated quicksand clouds that move like waves or mist-like sand clouds that can impede movement. However, these types of creatures seldom accompany groups of Quicksand Men. As such, one should exercise caution and avoid impulsive approaches when encountering these creatures.

It remains unclear whether they are composed of animated sand, the product of Djinn-related enchantment or a natural species inhabiting the Great Ash Desert. Discussion of this topic is not particularly widespread among my academic peers. It is possible that Ash Storms play a role in their creation, or that they are a form of undead animated by the element of sand.  One should also be careful of getting drowned in sand by these creatures, as it isn't the most kind end that I would wish on anyone. Use your wits when going after them - who knows, maybe they have some intelligence in them after all. I wouldn't like to be one to find that out getting my lungs full of sand.
#8
Dear Sol Auk, Exchequer of The Consortium.

Dear Sol Auk, I hope this letter finds you and your secretary in good health, spirits and plenty of income. I had hoped to discuss this matter in person, but unfortunately our waking hours are very different, so we will have to make do by letter.

I have been thinking a great deal since our meeting at the Sandstone College, and have spent my time reading up on the movements of the Consortium, especially where the connection of the new district with the Well is concerned. Indeed, this is the way forward for the Well - to expand if we are to see it flourish. But I will not bore you with such empty praise - I am sure there are many who would like to attract your interest in this way. I am writing to you with real, tangible ideas.

As you may have guessed, the slum area is where many people will gather, hoping to gather under the Shade that will protect us from the terrible Ash Storms. And with them will come something that rides on the backs of any large group of people travelling through hunger and famine: disease. So we must think of our future, and the new district would be perfect to contain such a thing before it spreads to other parts of the Well.

As a student of the art of medicine, and gaining more experience every day, I can clearly see the value of creating a clinic in the new district of the Well. Previous attempts have been problematic: Tablet is unprotected from the Ash Storms and easily attacked by Gullet bandits. In the new area, the people would be protected from this. We have plenty of space there to build such a place, and I am sure it would not only be useful from a moral point of view, but could be made into a truly modern and highly specialised healing house, here on the frontier.

There is also the idea of setting up a bathhouse there to allow tired and dirty travellers and carvaneers to rest and relax in smoke of various kinds, which I am sure you would be able to provide. Even a simple caravanserai or smoking house attached to it could bring in an interesting amount of revenue. Not to mention that the Consotrium could also hope to build warehouses in the area and rent them out to the various traders and travellers.

The matter of planning is, I am sure, already underway, but I would like to offer my medical and scientific expertise on the matter, if you would be so kind.

Let me know what you think.

Yours sincerely,
Alecto Zagar, Gold Starred Student of Standstone College, Green Tassel.
#9

This book is dedicated to the memory of Nofri D'Ovidio, the brave scholar who gave his life on the trek to the kingdom of Kulkund.

Rest well, brother.


As I begin this text, I can't help but feel empty, even with our victory. We have lost one of our friends, and although we knew the risk, the taste is sour. But at least I believe we did the right thing. History will judge us, as it always does. Let us hope that the generations to come will be merciful in their judgement.

After our last adventure, we were called back by the Professor, this time to finally solve the mystery of Moggdelve. As we climbed into the wagon of Doran's caravan, I couldn't help but wonder how different our party was from the first journey. One of our fellow students, the witch Sayyida, turned out to be a necromancer and was killed while fleeing from the forces of the Law by none other than one of its current members - a strange twist of fate. I can't say I shed any tears at her death. It saddened me, but I'm no friend of the dark forces, and while I admire the pursuit of mystery, I know there are some things I wouldn't touch myself. Judge this passage as you will.

The members of the last trek to Moggdelve were
- Daoud Al-Maaz - student of the Blue Tassel, famous investigator, Ashfolk and citizen of Baz'eel.
- Zol Nur - student of the Sandstone College, Stonefolk, follower of the Wisdom of Divination and reader of Thrown Bones.
- Jordan Clearcreek - Student of the Sandstone College, Finder of Knowledge from Texts, Seeker of Truths.
- Andvari of the Lawcleaver Family - Dwarf, soldier of the Fourth Legion in the service of the Sultan of Baz'eel.
- Zauzar Davesk - The Leopard's Fury, member of the Torchbearers.
- Mirielle Rosseau - Balestiere of the Banda Rossa, Bard.
- Samira Al-Darwish - Balladeer of the Balladeers of the Lost Hearth, The Swift Blade.
- Isadora Amada Cordosa - Student of the Balladeers of the Lost Hearth, Bearer of the Lantern.
- Nofri D'Ovidio - A student of the Sandstone College, born and raised in Il Modo, he met his end in the dungeons of the Dwarven Kingdom. Lost, but not forgotten.
- Alecto Zagar - Yours truly.


- Zauzar among desert dunes.



- Jordan


- Avandari with his family heirloom Ring and Greatsword.




- Mirielle with her arbalest


- Daoud in his famous suit


- Yours truly, in his usual attire

On arrival, we were quickly briefed by the Professor - apparently, by cracking the codes from documents found in the Moggdelve, we had managed to find the resting place of 'The Lad', the dwarven hero known as Segmarianstone. The main problem was that he was buried in the crypts deep beneath the High Kingdom of Kulkund, which fell to war with the Thousand Clans and their brethren of the Lower Kingdom centuries ago. As such, we would have to find a way into it by the most surprising of means.

As it turned out, the ancient kingdom was full of technological marvels and underground mining roads that connected different parts of the mountain range. As such, we were privy to finding one of the roads - a giant platform that moved on a set of rails and giant gears, using them as wheels. But first we had to put it all in the right order - which we did, clearing out the last of the kobold tribe hiding in the tunnels below. They are no more among the living.


- The Gearways of Kingdoms of Kulkund


Let me tell you this - I am in this world for a limited time as one of the Awoken. Treat that as you will, but let me tell you... I have seen few things in this world, or my previous world, that can compare to the view of the Gearways. The mighty art, still functioning despite centuries of use and the passage of time, running through miles of dug tunnels and natural caverns, filled with life and crystals, glowing in the dark and illuminating the whole place. I have seen wonders that few mortals of the Ashes would ever see, and you are free to be jealous. Massive stalactites, with old dwarven posts dug into them. Mines still filled with ore, glistening in the darkness with more metals than I know of. Creatures and lights I could not explain. I have seen the wonder even in the faces of our most sour and realistic companions. The grandeur of the moment could not be understated.


- The Gearways Hub of Low Kingdom (with infamous crane)


Finally we reached our destination and again, let me tell you, it was a sight I never expected to see in my entire life. A gigantic hub of various Gearways routes, filled with mining carts and, to our horror, still in use by the Deep Dwarves. They had not stopped digging or working with the fall of the High Kingdom, oh no, if anything it made them work harder from now on. We were spotted and they demanded to know who we were - the brave and perhaps a little foolish Lawcleaver shouted his name and demanded to fight us - which they did. Using powerful stone constructs and the towering crane, which from time to time caught one of us and crushed him in its mighty jaws, we fought... and that is when we lost Nofri. He fell under a powerful blow from the crane's foreman, killing him in one fell swoop. Despite our efforts, we could not help him. Sometimes one cannot save another. Hiding his body in our return platform, we ventured deep into the depths of the Low Kingdom.


- Deep Dwarves forces.


- The stone construct of Deep Dwarves

We have seen dusty halls filled with rubble, but still in use for transporting ore. We have seen, in the distance, mighty forges and forgotten tunnels, abandoned to time and fate. We have climbed up and faced more deep dwarven forces before being forced down... into the crypts. Let me tell you, I have never felt so cold. I didn't even think that stone could give off such a cold. But as it turned out, it was not just a stone, oh no. The crypts, filled with tormented spirits, were a deadly danger. We fought these ghosts and laid them to rest, determined to find only one crypt from which to retrieve the body and artefacts.

Before entering the crypts themselves, we found a beautiful work of art - a mural on the floor. Surrounding the royal symbol of the High Kingdom were eight columns set with precious stones, representing the virtues and deeds of the revered Kinguards for whom they stood. We gazed upon this marvel of art before our dwarf companion found another door, into true crypts.


- The Stone Mural. The crown in the middle symbolizing the dwarven King, while eight pillars stand for revered Kingsguard and their deeds

We battled angry spirits and the dwarven architecture alike - hidden doors and traps, facing the prospect of getting lost in a place that was unfriendly to us in more ways than one, with mist slowly covering the halls as we wandered through them, threatening to awaken more spirits dreaming of their lost kingdoms and times past.

We rightly feared for our lives when one of our companions, the minstrel Samira, was drained of her life force - that was when the Orcan magic powder finally proved useful, restoring it to her. We were almost fooled a few times, but eventually we found the tombs of "Shield of the Deep" and "The Lad", whose tomb was buried under rubble that had obviously not been visited for years, if not decades. We dug it out with reverence - well, mostly Mirielle did, heh. I am not the one to claim work for what I did not do.


- The Crypts of Kingsguard.


- One of the dwarven ghosts, looking upon us from many dark tunnels...

There was some confusion as to which of the tombs was the right one - so both were opened, as Samira and her fellow balladeer were sure it was the Shield of the Deep we were looking for. She was quite insistent on the matter, but I cannot blame her - in the end she decided to put the burden of choice on our companion, Lawcleaver, as he was the only Dwarf in our current company. So he decided to take only the amulet, armour and body we found in the crypt of "The Lad", Segmarianstone, leaving the other body to its eternal rest. As we took it, we couldn't help but feel the weight of time rushing towards us after that timeless moment. I was the one carrying the bones in my pockets and I have to say that at that moment... I felt really strange. Smaller than usual. Lost, perhaps. It really occurred to me that this world, this true world as it turns out, is filled with stories upon stories, centuries upon centuries looking back at us and sometimes lost in the ruins of the Outer Rings, the story of the two Kingdoms, the story of King Owain, the mystery of the Sibilants and their Ziggurats and other stories, some of which are a threat even to know about.

As we gathered the things from the tomb, I couldn't help but feel that something was waiting for us... And we were not wrong. We were met by shocked troops of Deep Dwarves, wondering why we were charging into the crypts that even they avoided, leaving the dead in peace, but there was no time to negotiate with them. We knew that we were now known to their main forces, and with great speed we made our way to our platform vehicle, jumped on and began to ride back... as we laid the body of our companion among the rubble, we began to talk of what we had seen and done - if the body we had taken was the right one. It seemed even longer now, as we were tired and weary, sitting among the stones and feeling the windless wind tearing at us from the speed of the Gearway...

Here I must mention and send my greetings to one of the Banda Rossa - the Condottiera Paulina Capuano of Il Modo. Balestriere Mirielle was apparently almost certain that you would jump out at her from one of the gears, which is part of the training of the Rossan Scouring Corps. My deepest respect for making a woman like Mirielle jump at the mere thought of you, truly.

And then we came back to Moggdelve, as we grabbed both corpses - one old and one fresh, but both with a strange feeling of loss, at least for some of us. And that was when the ghosts of Moggdelve decided to play the last part of their story for us, as we stumbled upon a room that was not there before...


- The Room Unseen Before

The grave in the middle of the room was unmarked, but solid... and empty. As we walked towards it, I felt a sense of purpose that I had not felt since my awakening. There was a pull as I stopped at the coffin and laid the bones to rest in it, while my companions looked at me. The whispers, our constant companions, were still ringing in our ears. I looked at them as we faced a decision: return the body and the artefacts to the Professor, or lay The Lad to rest at last, at his home.

There was a discussion among us, a disagreement about what to do - and here I must mention something I did not expect to hear from one of our companions: disappointment. As we talked, I understood the position of Mirielle, who just wanted to get paid - that was her job. I understood the position of the Balladeer, perhaps out of greed, perhaps to pass on knowledge to other people. What I did not understand was the position of the student, Isadora Amada Cordosa, and her urge to "keep our word". You see, the Professor had little respect for his students - I must proudly admit that I drove one of our fellow students away from him by talking - and even less respect for his workers, risking their lives for his own glory in the mountains of the Old Dwarven Kingdom. There is little I judge people for, but the wanton disregard for life is one of them. I am no grave robber - for it was not a grave robbery, but an archaeological quest. But we were put in a situation where we could make a difference - where we could do something that was, in every sense of the word, right.

Isadora mentioned giving our words and her oath to the Rose - I know of her quest to return the Pilgrim and the Cup to Ephia's Well and restore the Garden Paradise as it was... but I have a question for you, reader - whether you are a student (perhaps even you, Isadora) or someone else. Would restoring the world as it was be worth sacrificing what makes us people? A sense of kinship with those who cannot find peace in the place where peace should be - the afterlife. To find ourselves in a situation where the end justifies the means, the only way to save this world... and would such a world be worth saving?

In my opinion: no. It's not the end that justifies the means. It is the means that justify the end. I am a person very much rooted in reality - it is a necessity of my work as a healer. I am a person who sees people shit and piss themselves on battlefields or boil themselves in fever, who cries out for forgiveness from gods, family, friends and enemies alike. Call me a fool if you wish - it is your right. But at the same time... I can't help it that when I pushed you away, when others of our companions placed the armour and amulet in the tomb and let it close, the whispers around us fell silent. And when I told you that I had done worse things to Rose, including sewing her insides together... I couldn't help but feel that for the first time in my life, since I've been here, I've done something RIGHT Something which even Samira admit, once the voices rang anew..

And by the gods, I was right, for when we heard whispers again, their song was different:

The Heart of the Forgefather, it has returned!

The lad... destroyed. Look at what they've done to our lad...

The Lad is a hero! Look, he sacrificed his own life!

The lad is home... home at last.

Moggdelve may have fallen, but this -- a testament to our greatness.

The King's live, saved. Praised be, Moggdelve!


"The Lad", raised to the ranks of the Kingsguard, sacrificed his life by shielding one of the dwarven kings with his own chest from a mighty bolt that shattered his armour - the Heart of Forgefather - and killed him. But in his sacrifice, he saved the life of his lord. And so was the story of Segmarianstone, "The Lad", one of the Kingsuards. And with these words, the spirits of Moggdelve were finally laid to rest after centuries of whispers and lamentations.

Before we went away, I wrote with magical ray upon the stone of tomb: "Segmarianstone, 'The Lad', Returned."

When we stepped outside, carrying the body of our companion, we were greeted by the Professor, who asked for the results, not even glancing at our dear friend... and so I knew we did the right thing. When I stood before him and told him the truth: we have buried them in a tomb that has sealed itself forever. As his disbelief turned to rage and he rushed into the mountain, I knew he would never be able to open it, not by mortal means. And with that, his great find was done for.

The next night, as we walked away and down the mountains while he went inside, Doran waved us together and told us he thought we had done the right thing - and gave us a gift, each of us, a coin with the symbol of Moggdelve on it and writing on the edge: "Guardians of History, Keepers of the Forgotten." I couldn't help but look at our friend's body, lying quietly nearby... I asked that we bury it with his own. He deserved at least that much. The mood around the campfire was mixed - some complained, some praised. Who did what I will leave as a mystery between us and the night sky.

 And as we bid each other farewell, I asked Doran to pass on my final message to the Professor: "We appreciate the Golden Shovel." And for those who may not know, let me explain the meaning. You see, when the founders of Sandstone... well, did just that, founded Sandstone College, they were given a powerful gift - the Golden Shovel - by their alma mater - the Great Academy of Baz'eel. But there was a hidden meaning behind it: "You're only good for shovelling," they said. But let me tell you something. We did exactly what the Professor asked - we shovelled. And later, when it was necessary, we buried.

We will treasure the Golden Shovel, oh Great Academy of Baz'eel - know that. We will treasure it as we dig deep into the secrets of this world and face what needs to be saved. Assuru, the Deep Court, the depths of the machine and deeper, all the way. We will face it and some of us will survive. And when that happens, this world will change, here, in Ephia's Well. And you know it.

But let me not trouble you with such things, reader. I hope you have enjoyed the story of our journey and the return of the lost dwarf to his home, to rest at last among the cold stones. Judge me as you see fit, for that is the purpose of books, and I am a mere character in them for you- but perhaps one day we will all be something more.

And perhaps we will all do something RIGHT.




In legends, a tale of valor and might,
'Twas 'The Lad' who stood for what's right,
A Kingsguard true, unwavering and bold,
Defending the throne, a story oft told.

In battles fierce, his sword flashed like fire,
With honor and courage, he'd never tire,
A guardian loyal, his oath he'd keep,
In the realm's darkest hours, his vigilance deep.

Yet fate's cruel hand, it did intervene,
As darkness approached, 'The Lad' stepped between,
A bolt aimed at his sovereign, a sacrifice made,
His life to protect, the ultimate trade.

Onward they journeyed, the adventurers brave,
With 'The Lad's' fallen form, his soul they'd save,
To his mountain home fortress, they carried him back,
Through perils and trials, on a perilous track.

Within ancient halls, where whispers had lingered,
'The Lad's' presence returned, to his fortress of old,
A hero remembered, his tale rekindled,
The mountain stronghold where legends were told.

But within these walls, echoes of the past,
Ghosts of the fortress, shadows amassed,
Restless spirits, yearning for peace,
In their spectral prison, they sought their release.

As dawn's first light bathed the mountain's crest,
The spirits at last found their well-deserved rest,
Their chains undone, their anguish ceased,
The fortress embraced a long-awaited peace.

In legends, 'The Lad' and the fortress unite,
A guardian's return, a magical sight,
A story of valor, courage, and grace,
In the mountain's embrace, they found their place.


End of Part 2, Final.

#10
Correspondence / [Letter to Acolyte Narwen]
November 08, 2023, 04:31:08 PM
Dear Narwen,
I hope all is well. I heard your bellow about gathering of scholars and other valuable people of Ephia's Well to travel to Tlonsiyya-upon-Edutu. Do you think I would make fine person as one of these representatives? As you know, I have some experience from Il Modo and recently became of more published author.


Alecto
#11
Ogres




These powerful but not do bright creatures are natural predators of Great Ring, known for their bandit ways even among old Outer Rings, where they sometimes appeared. Of course, there need to be distinction made - noble Ogres of First Legion are civilized servants of the Sultan and require respect, this passage talks about the uncivilized ogres only.

They are known to eat humanoids, sometimes even their own kind. Their strength is great and skin is hard to penetrate, while weapons in their hands can deal truly lethal amount of damage.
 
Despite great force, they are most of time too stupid to deal any way of prolonged damage unless it involves direct charge upon what that hate - but sometimes, they are commanded by much more intelligent forces or by some malevolent trick of fate, become much wiser than they should. These you should fear, for they are capable of great feats in name of evil and you can be sure that nine times out of ten they shall attempt to harm you in some way.

The best way of protection from them is traveling in diverse and experienced group that know their strong and weak sides, properly blessed and warded. Shield wall is incredibly important while facing them, so take care of your melee companions. Take care to not get flanked by them.
#12
Correspondence / [A letter to Acolyte Amelie]
November 08, 2023, 01:33:15 PM
Dear Acolyte,
After our last trek to Dalzoc's lands, you asked me about poetry written in Al-Sayaadin book, to which I admitted that I had help writing it - I am curious, would you be eager to discuss and perhaps tutor me in ways of poetry? I know that many of Sisterhood are or were famed poets and it is, admittedly, art I am not too familiar with.

Student Alecto Zagar
#13
Suggestions / Re: Typing Indicator
November 08, 2023, 01:29:27 PM
God, yes. Sometimes it would save SO MUCH trouble with the bloody walking away from conversation because someone pauses and wants to type an emote to welcome someone.
#14
Groknak



In the caravan's rhythm, where travels unfold,
Rides the Groknak, a treasure of stories untold.
With strength in its stride, a companion so grand,
In the desert's vastness, it treads on the sand.

But beware the fury that Groknak conceals,
For when angered, its power reveals.
A creature so useful, a force to respect,
In harmony's care, our journey's perfect.
- A Caravan Master Song



Groknaks are amazing creatures, and in my humble opinion, one of the few that are suited to the harsh beauty of the Great Ash Desert. Beloved by the Stonefolk, they are often used by them as grazing animals - I have no idea whether they give milk or are simply used as mobile caravans, but you must know that the Stonefolk treat them with great respect and there are few other forces that dare to attack them among the dunes. One might wonder why exactly. Well, the answer is quite simple.

It is a towering, massive creature that can carry tons of weight on its back, can march for hours before needing to rest, requires very little water, and can make even the most hardened bandit turn tail at the sight of it. It is INCREDIBLY powerful - I have seen it grind over thirty orcs to a bloody pulp with little damage to itself. It can withstand poisonous gas, resist flames, break blades and maces if you try to hit it, and its bite or kick can send you flying into any afterlife you can imagine.  Oh, and if it sees you tampering with its young, it will become furious. Yes, those things I mentioned earlier? They can happen at any time. Angry adult Groknak? Well, let me tell you something - if you do something that stupid, the most you deserve is a funeral.

I'm a pretty calm person, most of the time, but I don't know why anyone would want to harm these wonderful, calm creatures. They deserve the fate they will surely get for doing something so MORONIC. And frankly... good riddance!
#15
Ash Revenants



Beware the Ash Revenants, in the storms they dwell,
Born from fire and anguish, a tale to tell.
In the burning winds, they rise from the dust,
A cursed existence, in vengeance they thrust.

Their ashen forms, with eyes so cold,
In the fiery tempests, their stories unfold.
Burnt souls, they seek, to add to their throng,
In the heart of the storm, they linger for long.

Keep away from the tempest's fiery dance,
Lest you fall victim to their eerie trance.
For the Ash Revenants, a warning, we send,
In the heart of the storm, where the lost souls rend.
- "Dirge of Ash, Part I, Chapter 7"


These tragic creatures are victims of ash storms - now you know why we shout about them so much, their lives and individuality burned by the positive energy of fire and ash. They are now forever condemned to walk among the storms until they fall apart, either by time or by the blade of another. The crumbling ones are fairly easy to kill, but beware the others. Some of them are able to summon phillars of burning sand from nowhere to strike an area. Others can become immune to damage over time, with each hit making them stronger until they become completely immune to one type of damage - always bring magic. Do not attempt to fight the storm. Do not try to face it. Do not try to get into its heart. For the love of all the gods, do not condemn yourself to such a fate.