Advertisement
Guest User

Untitled

a guest
May 25th, 2017
632
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 25.00 KB | None | 0 0
  1. You travel east to 'Dirt road'.
  2. You have 31 room(s) left to travel. PATH STOP to halt.
  3. You travel north to 'Dirt road'.
  4. You have 30 room(s) left to travel. PATH STOP to halt.
  5.  
  6. You travel north to 'Nearing a river'.
  7. You have 29 room(s) left to travel. PATH STOP to halt.
  8. You travel east to 'Crossing the Zaphar'.
  9. You have 28 room(s) left to travel. PATH STOP to halt.
  10.  
  11. You travel northeast to 'Nearing a river'.
  12. You have 27 room(s) left to travel. PATH STOP to halt.
  13. You travel northeast to 'Nearing Northern Ithmia'.
  14. You have 26 room(s) left to travel. PATH STOP to halt.
  15.  
  16. (Market): Rizgar says, "A market stall - located in Esterport 62448. Stocked with forged goods, curatives, crystals, enchantments and venoms."
  17.  
  18. You travel east to 'Dirt road north of a forest'.
  19. You have 25 room(s) left to travel. PATH STOP to halt.
  20. You travel east to 'Dirt road north of a forest'.
  21. You have 24 room(s) left to travel. PATH STOP to halt.
  22.  
  23. You travel north to 'Sparse plains dotted with scrub'.
  24. You have 23 room(s) left to travel. PATH STOP to halt.
  25. You travel northwest to 'Barren stretch of grassland'.
  26. You have 22 room(s) left to travel. PATH STOP to halt.
  27.  
  28. You travel northeast to 'Base of a grassy hill'.
  29. You have 21 room(s) left to travel. PATH STOP to halt.
  30. You travel northeast to 'Patch of hardy wildflowers'.
  31. You have 20 room(s) left to travel. PATH STOP to halt.
  32.  
  33. You travel north to 'Center of the grasslands'.
  34. You have 19 room(s) left to travel. PATH STOP to halt.
  35. You travel northeast to 'Shade boulder in the grasslands'.
  36. You have 18 room(s) left to travel. PATH STOP to halt.
  37.  
  38. You travel north to 'Rock strewn plains'.
  39. You have 17 room(s) left to travel. PATH STOP to halt.
  40. You travel north to 'Crumbling plains nearing foothills'.
  41. A wild horse, spooked, gallops to the south.
  42. You have 16 room(s) left to travel. PATH STOP to halt.
  43.  
  44. You travel north to 'Rocky grasslands before foothills'.
  45. You have 15 room(s) left to travel. PATH STOP to halt.
  46. You travel northwest to 'Narrow path leading to hills'.
  47. You have 14 room(s) left to travel. PATH STOP to halt.
  48.  
  49. You travel north to 'Small grassland canyon'.
  50. You have 13 room(s) left to travel. PATH STOP to halt.
  51. You travel up to 'Sparsely wooded vantage point'.
  52. You have 12 room(s) left to travel. PATH STOP to halt.
  53.  
  54. You travel northeast to 'Approaching a vantage point'.
  55. You have 11 room(s) left to travel. PATH STOP to halt.
  56. You travel northeast to 'Winding road among the foothills'.
  57. You have 10 room(s) left to travel. PATH STOP to halt.
  58.  
  59. You travel north to 'Over a sandstone canyon'.
  60. You have 9 room(s) left to travel. PATH STOP to halt.
  61. You travel north to 'Dusty path near an ascent'.
  62. You have 8 room(s) left to travel. PATH STOP to halt.
  63.  
  64. You travel east to 'At the base of the overlook'.
  65. You have 7 room(s) left to travel. PATH STOP to halt.
  66. You travel up to 'The hill's crest'.
  67. You have 6 room(s) left to travel. PATH STOP to halt.
  68.  
  69. You travel northwest to 'Before the walls of the Citadel'.
  70. You have 5 room(s) left to travel. PATH STOP to halt.
  71. You travel northwest to 'Inside the outer gate'.
  72. A Syssin Defender gives you a nod that is unnoticeable by others.
  73. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  74. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  75. You have 4 room(s) left to travel. PATH STOP to halt.
  76.  
  77. You travel west to 'Beginning of the outer city road'.
  78. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  79. You have 3 room(s) left to travel. PATH STOP to halt.
  80. You travel northwest to 'Outer city road'.
  81. You have 2 room(s) left to travel. PATH STOP to halt.
  82.  
  83. You travel north to 'Road before the Inner Gate'.
  84. You have 1 room(s) left to travel. PATH STOP to halt.
  85. The Inner Gate of Spinesreach. (road)
  86. A black marble pedestal has been knocked over, cracking the bowl that once rested upon it. The Inner Gate of Spinesreach looms high overhead here. A veranda has been constructed here, providing welcome shade to those in need of it. Snorting and pawing at the ground, a sullen war ram stands here. A venantium pike with the decapitated head of Conner has been erected. A wooden chest is here, carved to mimic the Spires of Spinesreach. A division of Spirean military police loiters here, surveiling the city streets. Carved from ice, a sculpture of a wolf rests here on its frozen haunches, regally surveying all who pass by. A tall banner dangles from a thick wooden pole here, carrying the colors of green, yellow, and white. A sigil in the shape of a small, rectangular monolith is on the ground. There are 2 miniature fire elementals here. Lurking in the shadows, a shrouded Syssin Defender is here. Hands folded in the sleeves of his dark, voluminous robes, a cabalist stands ready to guard his city. With a stern gaze upon her face, a Republican guard stands watch here. A Sciomancer of the Spires stands here, his hands resting on a black voidstaff. A conscripted Spirean soldier coldly scans the area for threats. A white-crested panther prowls around here. Ominiously silent, a vicious warhound stands here, teeth bared. Ominiously silent, a vicious warhound stands here, teeth bared. The shell of Nenelos rests here, mind lost in the Havens.
  87. You see exits leading north, southeast, and down.
  88. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  89. You have reached your destination.
  90.  
  91. (Tells): In the back of your mind, you hear Atarah saying to you, "Sorta."
  92.  
  93. (Market): Cardie says, "Spinesreach- too many bars to list, just come drink here. Beats hair in your ale or having to climb down drunk!"
  94.  
  95. (Tells): In the back of your mind, you hear Atarah saying to you, "How are you?"
  96.  
  97. Katzu has escaped Slaver's Isle and entered the realm of Aetolia.
  98.  
  99. (Tells): Rurthina tells you, "// lots of pieces, lots of looking at it an pondering."
  100.  
  101. The soft clank of armour fills the air as a conscripted Spirean soldier shifts her weight, scanning the area for potential threats.
  102.  
  103. (Tells): You tell Atarah, "Well, was going to ask for a interview in a bit."
  104.  
  105. The Inner Gate of Spinesreach. (road)
  106. Standing near the inner gate of Spinesreach, a portcullis hangs from either side, clearly for use in times when the inner Citadel is threatened. To the sides, the walls are somewhat bowed inwards, and it is clear that each is part of the towers that sit on either side of the gate. The west wall is smooth, and even at this close distance the seams between the rocks cannot be made out. The east wall, on the other hand, has been engraved with a dizzying array of arcane symbols, seemingly chaotically inscribed from this view. To the north the main courtyard of the Citadel opens, while the expanse of the outer city is to the south. A black marble pedestal has been knocked over, cracking the bowl that once rested upon it. The Inner Gate of Spinesreach looms high overhead here. A veranda has been constructed here, providing welcome shade to those in need of it. Snorting and pawing at the ground, a sullen war ram stands here. A venantium pike with the decapitated head of Conner has been erected. A wooden chest is here, carved to mimic the Spires of Spinesreach. A division of Spirean military police loiters here, surveiling the city streets. Carved from ice, a sculpture of a wolf rests here on its frozen haunches, regally surveying all who pass by. A tall banner dangles from a thick wooden pole here, carrying the colors of green, yellow, and white. A sigil in the shape of a small, rectangular monolith is on the ground. There are 2 miniature fire elementals here. Lurking in the shadows, a shrouded Syssin Defender is here. Hands folded in the sleeves of his dark, voluminous robes, a cabalist stands ready to guard his city. With a stern gaze upon her face, a Republican guard stands watch here. A Sciomancer of the Spires stands here, his hands resting on a black voidstaff. A conscripted Spirean soldier coldly scans the area for threats. A white-crested panther prowls around here. Ominiously silent, a vicious warhound stands here, teeth bared. Ominiously silent, a vicious warhound stands here, teeth bared. The shell of Nenelos rests here, mind lost in the Havens.
  107. You see exits leading north, southeast, and down.
  108.  
  109. Distance to A shadowy dead end: 13.
  110. Path: n, n, n, n, n, w, w, w, w, s, s, se, s
  111. Use PATH GO to travel there.
  112.  
  113. You start speedwalking.
  114.  
  115. You travel north to 'Entrance to the Citadel'.
  116. You have 12 room(s) left to travel. PATH STOP to halt.
  117. You travel north to 'Restored section of the Central Basilica'.
  118. You have 11 room(s) left to travel. PATH STOP to halt.
  119.  
  120. You travel north to 'Central Basilica'.
  121. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  122. You have 10 room(s) left to travel. PATH STOP to halt.
  123. You travel north to 'The Spirean Marketplace'.
  124. You have 9 room(s) left to travel. PATH STOP to halt.
  125.  
  126. You travel north to 'Grand Hallway near shops'.
  127. A Syssin Defender gives you a nod that is unnoticeable by others.
  128. A Republican guard shifts her weight to eye you as you pass, breastplate rattling against chainmail as she pointedly taps her pike on the ground.
  129. You have 8 room(s) left to travel. PATH STOP to halt.
  130. You travel west to 'Grand Hallway'.
  131. You have 7 room(s) left to travel. PATH STOP to halt.
  132.  
  133. You travel west to 'Grand Hallway'.
  134. You have 6 room(s) left to travel. PATH STOP to halt.
  135. You travel west to 'Junction of Western Hall with Grand Hallway'.
  136. You have 5 room(s) left to travel. PATH STOP to halt.
  137.  
  138. You travel west to 'Western end of Grand Hallway'.
  139. You have 4 room(s) left to travel. PATH STOP to halt.
  140. You travel south to 'Dark hallway'.
  141. You have 3 room(s) left to travel. PATH STOP to halt.
  142.  
  143. You travel south to 'Dark hallway'.
  144. You have 2 room(s) left to travel. PATH STOP to halt.
  145. You travel southeast to 'End of dark hallway'.
  146. You have 1 room(s) left to travel. PATH STOP to halt.
  147.  
  148. A shadowy dead end.
  149. Ever vigilant, a female mhun stands guard here. A conscripted Spirean soldier coldly scans the area for threats. A sigil in the shape of a small, rectangular monolith is on the ground.
  150. You see a single exit leading north.
  151. Nicai signs Hail, Student.
  152. You have reached your destination.
  153.  
  154. You pull the torch down, tripping an unseen catch in the wall. A moment later, the stones before you grind slowly back, revealing a staircase which you immediately start down, and hear the grinding of the stone closing up once again.
  155. An unassuming storage complex.
  156. A sigil in the shape of a small, rectangular monolith is on the ground.
  157. You see a single exit leading southeast.
  158.  
  159. Syssin: Student Missions
  160. -------------------------------------------------------------------------------
  161. Composed by: Fezzix
  162. Composed on: 2016/11/18 01:48 GMT
  163.  
  164. STUDENT OF CONTROL
  165. ------------------------------------------------------------------------------
  166.  
  167. Student Missions
  168. ------------------------------------------------------------------------------
  169.  
  170. Complete Missions 1 - 4.
  171.  
  172. -> MISSION 1: Hunting
  173. OBJECTIVE: Persevere and grow
  174. PREREQUISITE: None
  175.  
  176. Prove your dedication to self-improvement, and continue your upward
  177. climb in power. Achieve the 80th level of experience.
  178.  
  179.  
  180. -> MISSION 2: Profile
  181. OBJECTIVE: Know thyself
  182. PREREQUISITE: None
  183.  
  184. Part of gathering information is being able to catalog it for the use
  185. of others. To start, you should profile yourself.
  186.  
  187. See GHELP TIPS PROFILING for guidelines.
  188.  
  189.  
  190. -> MISSION 3: Student Spy Mission
  191. OBJECTIVE: Hone your snooping
  192. PREREQUISITE: None
  193.  
  194. This is the slightly more advanced version of the Pathfinder Spy
  195. Mission that you completed as an Unknown. Here, you will need to
  196. overhear a conversation from the phase plane.
  197.  
  198. Review GHELP TIPS SPYING for ideas on how to spy most
  199. effectively.
  200.  
  201. Unlike the Nameless and Pathfinder spy missions, the content of the
  202. conversation should be of relative interest to the Guild.
  203.  
  204. As with the other spy missions, transcribe your memory of the
  205. conversation (no paraphasing). Once transcribed, submit it to the
  206. Lieutenant in charge of Artifice, with courtesy copies to the
  207. Keeper of Names and General. Include the date the conversation took
  208. place, and be sure to include your name and Guild rank.
  209.  
  210. To see which Lieutenant is currently responsible for Artifice, review
  211. GHELP STRUCTURE. Have the Lieutenant writelog that he or she
  212. approves of your submission. READLOG SYSSIN will let you verify
  213. that your accomplishment was recorded.
  214.  
  215.  
  216. -> MISSION 4: Shadowbound Study
  217. OBJECTIVE: Learn of our mortal enemies
  218. PREREQUISITE: None
  219.  
  220. Every Syssin must understand the gravity of our charge to fight the
  221. Shadowbound. Read "A Comprehensive Look at the War of Night, 451 MA"
  222. by Eydis.
  223.  
  224. The text is located in the Austere Archives (18210). To read the book,
  225. READ 5378.
  226.  
  227. After your reading, approach the Keeper, the General, or any
  228. Lieutenant and be prepared to discuss this threat.
  229.  
  230.  
  231. Complete either mission 5 -or- 6.
  232.  
  233. -> MISSION 5: Profile Another
  234. OBJECTIVE: Tail someone
  235. PREREQUISITE: None
  236.  
  237. For this mission, you must tail someone. Get to know them through
  238. observation and catalog the information you gather for the Guild.
  239.  
  240. Be sure to get your target approved by the Lieutenant of Artifice.
  241.  
  242. See GHELP TIPS PROFILING for guidelines.
  243.  
  244.  
  245. -> MISSION 6: Con Artist
  246. OBJECTIVE: Practice being charismatic
  247. PREREQUISITE: None
  248.  
  249. Con a non-Spirean (someone you have no relation to) into giving you a
  250. gift of value. Typically this gift must be worth more than 10,000
  251. gold. Examples would be a chalice, credits, gold but you can get
  252. creative so long as you believe the item is worthy of consideration
  253. for this mission and can defend your choice.
  254.  
  255. Submit a summary of what you secured and how via letter to the
  256. Lieutenant responsible for Artifice.
  257.  
  258. To see which Lieutenant is currently responsible for Artifice, review
  259. GHELP STRUCTURE. Have the Lieutenant writelog that he or she
  260. approves of your submission. READLOG SYSSIN will let you verify
  261. that your accomplishment was recorded.
  262.  
  263.  
  264. Complete two missions out of 7 - 13.
  265.  
  266. -> MISSION 7: Ranked Spars
  267. OBJECTIVE: Physically train
  268. PREREQUISITE: None
  269.  
  270. Participate in three spars. HELP DUELS will explain
  271. how to start an arena duel. These spars are to be done in the
  272. arena and have a witness or your opponent to message the Black
  273. Hand or Keeper to note your participation. You do not need to
  274. win or lose them, but you must record your thoughts on each
  275. spar in a letter and mail it to the Black Hand with a courtesy
  276. copy sent to the General.
  277.  
  278.  
  279. -> MISSION 8: Bounty or Duel
  280. OBJECTIVE: Vanquish the enemy
  281. PREREQUISITE: None
  282.  
  283. Claim a Spirean bounty. To see what bounties are available, go to "A
  284. hallway plastered with bounty posters" in Spinesreach (46027) and
  285. check BOUNTY LIST. Once you have claimed the bounty.
  286.  
  287. -OR-
  288.  
  289. Win a duel with a non-Spirean at North of Trees. The duel must be
  290. observed by a Lieutenant or the General.
  291.  
  292. Ensure that a Lieutenant records your accomplishment by noting it in
  293. the Syssin log. READLOG SYSSIN will permit you to verify that it
  294. has been noted.
  295.  
  296.  
  297. -> MISSION 9: Team Lessers
  298. OBJECTIVE: Work on team combat
  299. PREREQUISITE: None
  300.  
  301. Assist in eight additional lesser foci battles. Read GHELP TEAM
  302. COMBAT for ideas on how you can be of use.
  303.  
  304.  
  305. -> MISSION 10: "Control" Essay/Oration
  306. OBJECTIVE: Mastering Control
  307. PREREQUISITE: None
  308.  
  309. Read the text "The Applications of Control" by Inquisitor Seurimas.
  310. It is located in the Austere Archives. After reading it, contemplate
  311. your experience up until this moment and write your own essay on the
  312. elements of Control.
  313.  
  314. Once done, submit the essay to the General. If approved, you will be
  315. asked to either share your essay on the Syssin newsboard or arrange
  316. a lecture on the subject in the Guildhall.
  317.  
  318. If you elect the oration, you will be afforded an additional
  319. Guildfavor upon Vestment.
  320.  
  321.  
  322. -> MISSION 11: Guild Event
  323. OBJECTIVE: Promoting camaraderie
  324. PREREQUISITE: None
  325.  
  326. Run an event for the Guild. The event must be approved by the General
  327. or the Keeper of Names and have the participation of at least five
  328. guild members in order for you to get the credit on your mission card.
  329.  
  330.  
  331. -> MISSION 12: Novice Hunting
  332. OBJECTIVE: Inspire growth
  333. PREREQUISITE: Mission 1 - Hunting
  334.  
  335. Once you obtain the 80th level of experience, your mission is to
  336. assist others in achieving the very same accomplishment. On two
  337. separate occasions, take guildmates who have not yet achieved the 80th
  338. level hunting for a full day.
  339.  
  340. Try to take different guildmates each time. Have the guildmates
  341. message the Keeper of Names once you are finished.
  342.  
  343.  
  344. -> MISSION 13: Special Task
  345. OBJECTIVE: Putting exceptional Sentries to work
  346. PREREQUISITE: None
  347.  
  348. Every now and again a Student shows some promise and is given a task or
  349. responsibility that is above and beyond Sentry duties. If you are
  350. given such a task by a Lieutenant, you can get credit for it. Do not
  351. ask to be given such a task to obtain this credit - you will be
  352. selected based on a good attitude and a showing of promise.
  353.  
  354.  
  355. Once you have completed the missions you must, you will be promoted to
  356. "Revenant." Review the GHELP REVENANT file for more information.
  357.  
  358. -------------------------------------------------------------------------------
  359.  
  360. Distance to The Austere Archives: 8.
  361. Path: se, sw, n, in, n, nw, w, n
  362. Use PATH GO to travel there.
  363.  
  364. You start speedwalking.
  365.  
  366. You travel southeast to 'A forgotten warehouse of old goods'.
  367. You have 7 room(s) left to travel. PATH STOP to halt.
  368. You travel southwest to 'The dark end of an old storage complex'.
  369. You have 6 room(s) left to travel. PATH STOP to halt.
  370.  
  371. You travel north to 'A small, hewn cavern'.
  372. You have 5 room(s) left to travel. PATH STOP to halt.
  373. You travel in to 'A dark pavilion'.
  374. You have 4 room(s) left to travel. PATH STOP to halt.
  375.  
  376. You travel north to 'An expansive garden of luminous cave flora'.
  377. You have 3 room(s) left to travel. PATH STOP to halt.
  378. You travel northwest to 'In view of a roaring, underground waterfall'.
  379. You have 2 room(s) left to travel. PATH STOP to halt.
  380.  
  381. You travel west to 'The lobby of the Kazael Complex'.
  382. You have 1 room(s) left to travel. PATH STOP to halt.
  383. The Austere Archives.
  384. Hardened by age, Lemaen takes in his surroundings. A sigil in the shape of a small, rectangular monolith is on the ground. A small sign indicates that LIBRARY CATALOG will list the materials in this library. Lemaen, the Exiled is a tutor. View HELP LEARNING for more information about learning skills.
  385. You see a single exit leading south.
  386. You have reached your destination.
  387.  
  388. You open an obsidian leather-bound book to page 2 and begin reading.
  389.  
  390. A Comprehensive Look at the War of Night, 451 MA, Page 2, by Eydis Cardinalis-Ilstrem.
  391.  
  392. +========================+
  393. | Lanu Du & the Nazedha |
  394. +------------------------+
  395.  
  396. "Look how weakness made him nothing. Only the strong have voice. Only the strong have power. The Nazetu are like your mage-mentor. They must become Chaos' harbingers." [Lanu Du to Lahkencai, in the "Revelation of Lanu Du", pg. 2]
  397.  
  398. Lanu Du is the faceless god who is worshiped by the Dreikathi - the group from Alebdos who are known for destroying Ashtan [HELP DREIKATHI]- and the Nazedha, who are a conglomerate of island populations from the Western Sea [HELP NAZEDHA].
  399.  
  400. Lanu Du approached Lahkencai in a dream and gave him the Revelation, or a call to action for Lahkencai to bring all groups together under a single empire to conquer Sapience once the opportunity was right [Revelation of Lanu Du, pgs. 3-5].
  401.  
  402. Over the course of many years, the Nazedha formed into an empire. Eventually, in 451 MA, they came to the shores of Sapience to conquer the continent, led by Emperor Baelak Shipbreaker [HELP WAR OF NIGHT]. As predicted, it was the perfect opportunity since the Shadow Mother and the Shadowbound had begun their assault.
  403.  
  404. The clash of the united forces of Sapience, the Shadow Mother along with her shadowbound, and the opportunitistic Nazedha is known as the War of Night.
  405.  
  406. You open an obsidian leather-bound book to page 3 and begin reading.
  407.  
  408. A Comprehensive Look at the War of Night, 451 MA, Page 3, by Eydis Cardinalis-Ilstrem.
  409.  
  410. +===============+
  411. | Shadow Mother |
  412. +---------------+
  413.  
  414. The Shadow Mother, Ohlsana, is from the Shadow Plane, one of the many planes of existence. The Shadow Plane is also home to her minions who are refered to as "shadowbound", the twisted creatures that make up the population. Time also operates at a much slower rate in the Shadow Plane, though how slow is unknown.
  415.  
  416. The history of the Shadow Mother and her interactions with the people of Sapience stems from the days of the ancient peoples. Lord Severn designated the Dreikathi as dangerous and once the ancient people of Sapience attempted to make contact with them, He decided to engineer the Grand Artifice to edit the memories of people
  417. and Gods alike [Conversation with Severn, pgs. 2-3].
  418.  
  419. Lord Severn wanted to make Ohlsana, the Shadow Mother, a deal to keep Lord Lanos from exposing the truth about the Dreikathi - her freedom for the Truth God's elimination. However, Lanos sacrificed Himself to the rift while fighting the shadows [Conversation with Severn, pgs. 2-3].
  420.  
  421. Along with her priest - Ati, the Shadow - Ohlsana was stuck in the trap made by Lord Lanos' death until the arrival of the Kerrithrim. When Lord Severn fought the beast, He was weakened signficiantly and held by the Shadow Mother's minions while He attempted to recouperate, until the events of the War of Night.
  422.  
  423. (Tells): In the back of your mind, you hear Atarah saying to you, "Ingress?"
  424.  
  425. You open an obsidian leather-bound book to page 4 and begin reading.
  426.  
  427. A Comprehensive Look at the War of Night, 451 MA, Page 4, by Eydis Cardinalis-Ilstrem.
  428.  
  429. +=============+
  430. | Shadowbound |
  431. +-------------+
  432.  
  433. Shadowbound follow the the Shadow Mother, who looks to subjugate and kill everyone in Sapience to bring the plane back to what it was before mortality. They also mentioned "taking the power" given to the Syssin by Lord Severn through their skillset. The shadowbound are her muscle, her devoted minions who aide her in this endeavor [Syssin Documents].
  434.  
  435. In 90 MA, Brother Miyamoto appealed to Bloodloch to not march against Saluria because the people of the village had been taken over by Ati's darkness, and people were mutating into what would later be known as "Shadowbound" [PUBLIC 874].
  436.  
  437. In 394 MA, Lady Iosyne set shadelings loose while trying to show a group of Sciomancers a spell to access the Shadow Plane. Purple and black fire encased the Spire. She promised Lord Severn she would no longer meddle.
  438.  
  439. A few months later, Nega-Iosyne's followers started experiencing what would later be known as the Shadowplague - black sludge leaking from their pores, affected through a tattoo on their necks that linked them to Her. She was found in Her lair, but was a full-blown shadowbound, grumbling about bloodshed and mayhem.
  440.  
  441. Ati, the Shadow woke up at this time and tried to possess mortals but no mortal could house his essence, and so it was thought that he had perished. However, he was aided by Lev the Cabalist to achieve mortal form. Then, Lev the Cabalist shared the secrets of becoming Idreth with it and it ascended [EVENTS 140-1].
  442.  
  443. Nega-Iosyne burst into pieces. Lord Severn used the Lance of Irissotl to force the shadows from her pieces into a cocoon. She was freed from her bindings. Lord Severn currently has the cocoon but the Lance of Irissotl was broken in the War of Night. Lady Iosyne's followers have not been cured, but can hold the shadows within them at bay [EVENTS 141].
  444.  
  445. In 423 MA, a shadowbound possessed a younger member of the Syssin guild and spoke to Ishin Cardinalis. Using her as a mouthpiece, it taunted him of an impending attack on the guild. Soon after, the shadowbound was detained and questioned, admitting to some of the Shadow Mother's intentions. Sometime later, the Syssin in the guildhall suffered a mental attack from the shadowbound - their skin being ripped and gashed. Every bone in their bodies was broken, their insides turned into burning mush before Lord Severn forced the shadowbound away [Syssin Documents].
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement