Taernath
04-29-2003, 07:46 PM
BY THESE THINGS EMPIRES RISE...AND EMPIRES FALL
- The Defeat of the Sea Wolves -
The cruel pirates known as the Sea Wolves have long been feared and hated in the area around Solhaven Bay for their cruelly imposed blockade. Upon the evening of Olaesta 12, the Sea Wolves sent a massive invasion force to loot the port city of Solhaven, but the town was prepared for their onslaught -- powerful magic users becalmed their seven troop ships within the harbor, trebuchets bombarded the Sea Wolf vessels, and a trireme laden with enraged volunteers set sail to fight the pirates face to face. Within minutes, three of the ships were sunk, and the remainder were successfully captured by residents of Solhaven and assisting adventurers from surrounding cities.
The surviving Sea Wolves have retreated to lick their wounds and regroup, for this colossal failure has left the pirates with barely enough crew to sail their ships, let alone attack again. Merchant vessels still avoid the area, not willing to risk their livelihoods so swiftly, but, by and large, the citizens of Solhaven are relieved to foresee the end of the pirate
dominion.
This evidence of Solhaven's strength has, perhaps, finally earned the respect of Baron Hochstib of Jantalar. Despite his long-standing record of war with Baron Malwind of Vornavis, Hochstib has turned his attention elsewhere. Hochstib's troops have begun to repair the roads leading northwest from Mestanir...
...which prepares a path for war that leads directly to Wehnimer's Landing.
--------------------------------------------------------------------------------
- The Struggle of the Dwarves -
The dwarves of Zul Logoth are dying, and many of their kin abroad have been stricken as well. Terrible earthquakes released a strange red dust into their ancestral homes, and a virulent plague has followed. The plague causes coughing, sneezing, pustules and boils, and unavoidable death in those who contract it. At this time, most dwarves accept that the plague is indistinguishable from the Red Rot of Despana's age. In the Age of Chaos, over half the population of the great dwarven city Kalaza died to the Rot, and the gates of Kalaza were hidden and sealed forever to contain the foul disease. Quarantine is impossible, now -- innumerable cases of the disease have been recorded outside Zul Logoth. If this is the Rot, it will not be contained a second time.
Yet, the gods often grant a shining ray of hope to pierce the stormclouds of despair, and such a ray has come now. An alchemical lab has been established in Zul Logoth, and dwarves and non-dwarves alike have volunteered countless of work to search for a cure to the disease. Further hope comes with the arrival of several hooded strangers, who have indicated great knowledge of botany and healing, and some people believe their aid can conquer in this modern age what could not be conquered in the past.
But who are these strangers? Where are they from, and what is the meaning behind their timely arrival? Secretive and seemingly shy, they divulge no personal information, leaving even their very appearance unknown...
...and perhaps their mission is not one of peace, after all.
--------------------------------------------------------------------------------
- The Fury of the Krolvin -
Upon Teras Isle, doors are locked and windows barred against the incursions of the fearsome krolvin. Led by the Czag Dubra, the bloodthirsty slavers have assaulted the dwarven city of Kharam Dzu in a rampage of torture and slaughter. The krolvin fight with savage skill, and they claim to draw their power from the blue comet blazing through the sky, calling upon it as they summon magical energy. Distracted from the troubles of their kin in the east, dwarves and visitors have joined forces in order to protect their homes and the famous glaes mines of Kharam Dzu.
Upon Ivastaen 18, the good ship Glaesen Star was attacked by krolvin raiders during a routine voyage between Wehnimer's Landing and Kharam Dzu. The passengers rallied under the leadership of the dwarven prince Eregrek Borthuum, and they succeeded in repelling the invaders, but the Glaesen Star suffered structural damage as a result. For most of a week, travel between the isle and the mainland had to be suspended for repairs. Some say that Borthuum's intent was to set an ambush for the krolvin, but this ambush resulted in the five-day estrangement of Borthuum and the brave defenders of the Glaesen Star from Teras Isle.
The krolvin kill for the joy of killing, torture for the pleasure of hearing the screams, and take slaves indiscriminately, working them cruelly until they die. They are noted for their skill upon the sea, and, before the Sea Wolves were vanquished, only the krolvin were feared more. With the blockade of the Sea Wolves scattered to the winds, perhaps there is a
vacancy in power...
...and, with the Red Rot crippling the strength of the dwarves, perhaps it is time for a new master upon Teras Isle.
--------------------------------------------------------------------------------
While the fate of nations hangs suspended in the balance, and while thousands wonder whether the next day will bring life or death, a blue light still shines in the heavens. Aurmont sits newly crowned on the Turamzzyrian throne, the trolls of Elanith march in the name of G'bruk, Borthuum worries for the fate of his people, a giantwoman in River's Rest warns of an ice-filled apocalypse, and astrologers stare up at the sky -- ignorant, for once, of the future...
...for the comet has not left Elanith's skies, and the worst is yet to come.
In fact, it is only beginning.
Melissa
THE WAR OF NATIONS
"History is written with the blood of fallen heroes."
http://www.play.net/gs3/news/events/war_of_nations.asp
- The Defeat of the Sea Wolves -
The cruel pirates known as the Sea Wolves have long been feared and hated in the area around Solhaven Bay for their cruelly imposed blockade. Upon the evening of Olaesta 12, the Sea Wolves sent a massive invasion force to loot the port city of Solhaven, but the town was prepared for their onslaught -- powerful magic users becalmed their seven troop ships within the harbor, trebuchets bombarded the Sea Wolf vessels, and a trireme laden with enraged volunteers set sail to fight the pirates face to face. Within minutes, three of the ships were sunk, and the remainder were successfully captured by residents of Solhaven and assisting adventurers from surrounding cities.
The surviving Sea Wolves have retreated to lick their wounds and regroup, for this colossal failure has left the pirates with barely enough crew to sail their ships, let alone attack again. Merchant vessels still avoid the area, not willing to risk their livelihoods so swiftly, but, by and large, the citizens of Solhaven are relieved to foresee the end of the pirate
dominion.
This evidence of Solhaven's strength has, perhaps, finally earned the respect of Baron Hochstib of Jantalar. Despite his long-standing record of war with Baron Malwind of Vornavis, Hochstib has turned his attention elsewhere. Hochstib's troops have begun to repair the roads leading northwest from Mestanir...
...which prepares a path for war that leads directly to Wehnimer's Landing.
--------------------------------------------------------------------------------
- The Struggle of the Dwarves -
The dwarves of Zul Logoth are dying, and many of their kin abroad have been stricken as well. Terrible earthquakes released a strange red dust into their ancestral homes, and a virulent plague has followed. The plague causes coughing, sneezing, pustules and boils, and unavoidable death in those who contract it. At this time, most dwarves accept that the plague is indistinguishable from the Red Rot of Despana's age. In the Age of Chaos, over half the population of the great dwarven city Kalaza died to the Rot, and the gates of Kalaza were hidden and sealed forever to contain the foul disease. Quarantine is impossible, now -- innumerable cases of the disease have been recorded outside Zul Logoth. If this is the Rot, it will not be contained a second time.
Yet, the gods often grant a shining ray of hope to pierce the stormclouds of despair, and such a ray has come now. An alchemical lab has been established in Zul Logoth, and dwarves and non-dwarves alike have volunteered countless of work to search for a cure to the disease. Further hope comes with the arrival of several hooded strangers, who have indicated great knowledge of botany and healing, and some people believe their aid can conquer in this modern age what could not be conquered in the past.
But who are these strangers? Where are they from, and what is the meaning behind their timely arrival? Secretive and seemingly shy, they divulge no personal information, leaving even their very appearance unknown...
...and perhaps their mission is not one of peace, after all.
--------------------------------------------------------------------------------
- The Fury of the Krolvin -
Upon Teras Isle, doors are locked and windows barred against the incursions of the fearsome krolvin. Led by the Czag Dubra, the bloodthirsty slavers have assaulted the dwarven city of Kharam Dzu in a rampage of torture and slaughter. The krolvin fight with savage skill, and they claim to draw their power from the blue comet blazing through the sky, calling upon it as they summon magical energy. Distracted from the troubles of their kin in the east, dwarves and visitors have joined forces in order to protect their homes and the famous glaes mines of Kharam Dzu.
Upon Ivastaen 18, the good ship Glaesen Star was attacked by krolvin raiders during a routine voyage between Wehnimer's Landing and Kharam Dzu. The passengers rallied under the leadership of the dwarven prince Eregrek Borthuum, and they succeeded in repelling the invaders, but the Glaesen Star suffered structural damage as a result. For most of a week, travel between the isle and the mainland had to be suspended for repairs. Some say that Borthuum's intent was to set an ambush for the krolvin, but this ambush resulted in the five-day estrangement of Borthuum and the brave defenders of the Glaesen Star from Teras Isle.
The krolvin kill for the joy of killing, torture for the pleasure of hearing the screams, and take slaves indiscriminately, working them cruelly until they die. They are noted for their skill upon the sea, and, before the Sea Wolves were vanquished, only the krolvin were feared more. With the blockade of the Sea Wolves scattered to the winds, perhaps there is a
vacancy in power...
...and, with the Red Rot crippling the strength of the dwarves, perhaps it is time for a new master upon Teras Isle.
--------------------------------------------------------------------------------
While the fate of nations hangs suspended in the balance, and while thousands wonder whether the next day will bring life or death, a blue light still shines in the heavens. Aurmont sits newly crowned on the Turamzzyrian throne, the trolls of Elanith march in the name of G'bruk, Borthuum worries for the fate of his people, a giantwoman in River's Rest warns of an ice-filled apocalypse, and astrologers stare up at the sky -- ignorant, for once, of the future...
...for the comet has not left Elanith's skies, and the worst is yet to come.
In fact, it is only beginning.
Melissa
THE WAR OF NATIONS
"History is written with the blood of fallen heroes."
http://www.play.net/gs3/news/events/war_of_nations.asp