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Topics - Under the moon

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1
The Hydlaa Plaza / For my PS friends, a Happy Birthday!
« on: December 04, 2010, 01:47:29 pm »
Nope, not my birthday. I don't bother with that anymore. I am talking about my little guy's birthday! It was a year ago today that Azileq and I had our son. Behold the cuteness (and mischievousness) and despair!



Some people say we were made by god(s) for some unknown and unknowable reason.

I will tell him he is made from the stars, and has to find his own reason.

2
Single Author Stories / Xacha Homeworld and its Last Days
« on: June 26, 2010, 07:27:42 pm »
Note from the Author: This is the last installment of the original histories I wrote. The other races are based on other people's writing, so I will not be posting them. As with the other stories I wrote, these are not official histories, nor ever will be, so should not be referenced in any official GM events or game quests. I give these to the players of PS to read and enjoy. What you do with them unofficially in your roleplays is up to you.


Xacha Homeworld and its Last Days
Original Scribed in 422 AY by Eduxa Xant-Areth
Copied for public use in 750AY

As the time of the Forgetting draws ever closer, I write my last history. It is the most familiar and close to my heart, for it is that of the Xacha, my people.

Though I was born a generation after the passing, the history of our race is strong, and the stories of our once great civilization filled my childhood. My people never saw the things the other races called 'stars', as our world drifted in a cloud of violet-hued gas held in a ring about our suns. This plunged our world into an eternal twilight. I regret with all my being that I never saw the twin dim suns of red and blue that drifted across the violet sky in the day, merging and parting as they circled each other, or the violet streaks that danced in the whole of the sky at night. I have seen artists' renditions of the sight, but it will never replace the feeling of actually being there. For many of the other races, Xachan may have seemed like a dim world of perpetual gloom, but to my people, it was paradise.

The foliage of the land was glossy black and gave some small amount of fruit, but the main source of food was the plentiful fish of the deep and calm waters of our many seas. The abundant food and consistently mild weather let the Xacha population expand beyond that of any other race that I know of, reaching into the billions. In truth, no other race besides the Lemur had a concept for such a large number. No part of the Xacha homeworld was untouched or uninhabited by some small part of the massive population. Procreating laws were strictly enforced to prevent overcrowding. Ease of life and few children per family brought about a culture devoted to the study of science and knowledge. Vast libraries and Academias dominated the landscape of every city.

The story of my people's downfall is neither long, nor complex. A terrible plague struck, marching through the lands. The sickness was insidious, spreading before any symptoms began to show. Even when the signs became apparent, the people did not yet know they were marked for death. The first thing noticed was bones becoming very fragile over the course of several weeks. The hospitals soon filled to capacity with the victims of fractured bones. The next stage of the disease is almost too cruel to speak of. Digestion ceased to function, and the infected slowly starved to death. Though food was never in shortage, famine and death spread like a dark wind across the lands. My ancestors could not trace where the mysterious ailment originated, nor how to stop it. Even the knowledge and science of the best minds could find no cure. Desperation took hold of the people. Fighting broke out as they tried to wall themselves off from each other, only to find the plague had infected them already. Cities became mass tombs.

Only one small city is known to have escaped the horror, located on a remote peninsula in one of the far seas. The only way to reach the town by land was a long, rocky trail though rough hills. When word of the plague came to them by carrier bird, they collapsed bridges and caused rocks to fall on the path. A year passed, and no word came from the outside world, though many carrier birds should have been left in the aviaries. They dared not send anyone to investigate. After countless centuries of grasping for knowledge in all forms and attempting to discover the very secrets of existence, the last of my once great people huddled behind the walls of their own city, trapped by this one unknown. There they would have perished, had another mystery not suddenly revealed itself. A magical force opened in the center of the city. The portal did not seem to hold any danger, and curiosity quickly overcame fear. The people had never experienced magic before, so did not know what it could be. They eventually came to the conclusion that it was a hole to another world, and perhaps safe haven. The last 3,643 survivors of the Xacha race gathered up all the food and every book they could carry, and went through. Unknown to them, one person had become infected, and the plague came with them. The sorrowful and miraculous events taking place after the crossing shall be covered in another volume.

Given what I have learned from the history of the other races, I have come to a new understanding of my own people's past and perhaps a greater meaning for all of us. Every race I have written of has suffered catastrophe beyond endurance. This is the one thread, the one commonality shared by all our people. Our worlds died. By fire, ice, rot and madness, plague and invasion, death walking, arcane wrath; we have witnessed all of these as the very land that gave us life was forced to cast us out. There is something fearful in that knowledge. Was it mere coincidence that our worlds all ended near the same time, or was a greater force at work? Did something change in the vastness of existence? Did other worlds suffer as ours have? How many other peoples were not blessed with the gift of the Portals? These are questions that may never find an answer. By the will of the gods, I hope I am wrong.

3
Single Author Stories / Death of the Elven Homeworld
« on: June 26, 2010, 07:06:28 pm »
Note from the Author: I finally found the backups to this and other excellent stories, so would like to share them with you now. I would also like to remind you that these are not official histories, nor ever will be, so should not be referenced in any official GM events or game quests. I give these to the players of PS to read and enjoy. What you do with them unofficially in your roleplays is up to you.

Death of the Elven Homeworld
Original Scribed in 421 AY by Eduxa Xant-Areth
Copied for public use in 750AY

I shall briefly cover both Dermorian and Nolthrir histories in this text, since they are very closely connected. Much like the dwarves, the two elven races shared a homeworld and arrived in Yliakum through the same portal. Unlike the dwarves, the two elven races did not come through together. Rather, the Nolthrir made the passage three years after the Dermorians. As with all other peoples who came to Yliakum, they did not leave their homes by choice, but were forced to leave. This is not the history of two races, but three.

The homeworld of the elves was a rich and fertile tri-fold land. In its prime, the large Etralia Plains merged into the lush forests of Dermoria, which towered over deep bodies of water and lush wetlands that made up Nolthria. The three ecosystems merged and flourished, each supporting a prosperous and distinct race of elves; Etralnin, Dermorian, and Nolthrir. These three peoples worked in harmony to tend the balance of the land. The Etralnin rode beasts across the plains, encouraging the growth of vast fields of wild grains, roots, and grazing land for prolific herds of undomesticated beasts. The forests were the domain of the Demorians, who tended the trees and forest creatures to provide ample fruits, game, and wood for building the homes of all three races. Experts at the art of farming both the seaweeds and sea creatures, the Nolthrir made the wetlands and lakes their home. All resources were shared equally between the peoples, and nothing was taken without giving back to the land. All elves were nomadic in nature, building small towns within their environments, then abandoning them every few years to give them back to nature. In this way the land was aways kept in a cycle of rebirth. War and conflict were unknown to the people, and no weapon had been created for the purpose of battle or harming another elf in remembered time.

One generation before the portal opened to Yliakum, something unknown changed the balance between the lands and elves. Preparations were being made for the yearly Day of Rejoining in the central forests of Dermoria, just as it had for countless generations. It was the time of great sharing and trade between the peoples. The Dermorians worked diligently, as they knew the Etralnin and Nolthrir would begin arriving within the month to add their own bounties to the great feasts. Midday, a deep and unfamiliar rumbling rang out in the far distant plains, like thunder and one thousand rock slides combined. The Dermorians paused in their activities as the forests drew quiet. The forest awoke with the normal sounds and the elves continued with their labors. The rumbling was forgotten in the anticipation of the coming festivities. The Day of Rejoining came, bringing countless Nolthrir to the forests. They brought lines of carts heaped with the gifts of the water; fish of every description, shells, and seaweed crops useful for food and many crafts.

As Firstnight fell and feasting began, an uneasy feeling settled over the gathered elves. The Etralnin tables remained empty. A day passed, then another without any sign of the missing elves. Scouts were sent out on the eve of the sixth morning. Five days they journeyed, and five days back. They reported that they could find no sign of Etralnin activity in the last few weeks. Their towns were empty and their fires long cold. Midday meals were found dessicated and only half eaten. Even the beasts of the lands were absent. Life seemed to have vanished from the plains. The scouts could only find weeks old tracks heading further into the distance.

The elven elders gathered together to decide on a course of action. It was thought best that an expedition be made. Though the Nolthrir wished to be included in the quest, they knew they could not match their Dermorian brothers and sisters for speed and endurance over open ground. So it came to be that a group of one hundred and fifty two Dermorians left the confines of their forests to follow the trail of their lost kin. The Nolthrir returned to their waters to tend the coming crops.

Days passed, then weeks. A runner returned the second week to report dismal news. They had begun to find the bodies of dead beasts that looked as if they collapsed from thirst and exhaustion. Strangely, their drying bodies held no signs of rot or decay. No camps were were found. The third week brought news of despair. The first Etralnin dead were discovered. It looked as if they had tipped over and died mid step, and were left untouched by fellow hand, beast, or decay. Some looked as if they had been walked over by boots of unmistakable Etralnin design. More weeks passed, then months as the runners came further apart with ever worsening news. It seemed as if the entire Etralnin race was marching to its death. The messages suddenly stopped coming four months later after they reported coming to the edge of the mountains on the far side of the Etralia Plains.

The Dermorians waited another month for news, yet none came. After long debate, they sent another expedition to investigate. This party was much smaller so as to travel more quickly. Once again, the messages stopped coming once the party reached the far mountains. Resigned and unwilling to lose any more people to the unknown, the Demorian elders called off any further searches. They posted watches along their entire border and sent an occasional scout deeper into the plains in hopes of welcoming their kin back. Ten years passed without change. No life returned to the plains. Every year the Dermorians prepared the Day of Rejoining, and every year the Etralnin tables remained empty.

On the eleventh year, the deep rumbling once again sounded from across the Etralia Plains. The Dermorians did not know what to make of it, but hoped it signaled the return of the Etralnin, since its previous sounding had taken them away. Rumors spread quickly that it was indeed the homecoming of their lost kin, and a great celebration was planed by the people. The Elders urged caution and doubled the watches, but the people took no notice. Two months passed and the people's anticipation began to wane. Then one of the scouts from the plains came running and gasping with news that lit their hearts. A great mass of people and animals were coming, and would arrive in two days. Many Dermorans rushed to the edge of the forests to greet their kin home. Joy began to waver as the mass grew ever closer. No other scout that had gone out to meet the Etralnin had returned. A black soot drifted on the light plains wind. On closer inspection, the soot appeared to be dried bits of decay-blackened grass.

Finally, the Etralnin came into view of the Dermorians. The worry that had replaced joy soon turned to terror. The Etralnin skin, once a deep brown-red, had turned to the colour of ash and now formed deep hollows under their eyes. Their hair was completely gone, exposing the sickly skin to the sunlight. They rode their beasts, which also suffered from the same skin and hair affliction. In their hands were long, hooked spears that would be useless in a hunt. The Dermorians quickly found out just what those spears were good for as some of the more brave -or foolhardy- men went out to meet them, despite the foreboding feel to the air. The mounted elves did not hesitate in greeting. With practiced swings of their long spears, they cut the defenseless Dermorians down where they stood. They did not even pause to look at their victims or utter a single word, but kept moving forward at the same inexorable pace. Screams tore themselves from the throats of the watching Dermorians. Never before had they seen nor heard of one elf killing another. The sight threw them into panic, racing back into the safety of their trees. The grass behind the army slowly turned from a healthy yellow-green to the dessicated black and crumbled in the breeze.

If not for the vastness of their forests and their traditions of never building permanent towns, the Dermorans would have been destroyed in a few years. Instead, they suffered relatively few losses to the warped Etralnin, whose mounts and tactics were not suited to the thick forests. The Dermorians sent word to the Nolthrir, warning them to stay out of the forests. The invading elves never spoke, even when killed by a Dermorian. Some who came close enough and escaped alive even claimed they did not breath at all. Their faces were completely without expression. Many said they were the faces of the dead. Even though they could not kill the Dermorians directly, Etralnin had another weapon. Everywhere they went, and everything they touched began to instantly wither and die. Any Dermorians cursed with the touch would die in mere hours, their bodies reduced to festering, black slime. Grass took only a matter of minutes to perish, while trees would take days to crumble to black dust. Slowly, over the next fifty years, the forests of the Dermoria began to vanish. Given less room to hide every year, the forest elves began to suffer losses in greater numbers. Soon, they knew they would have nowhere else to hide.

The Elders finally gave the order to abandon the forests. They intended to find safe harbor with the Nolthrir, and perhaps even attempt to cross the Great Ocean. When the Demorian people emerged on the wetlands border the two realms, they were met with death. The once green glades had become black mires. The Etralnin laid in wait in the deep pools, reaching out to touch any living thing that came near. Gray hands sprouted from the muck in a cruel and terrifying parody of life. Hundreds of Dermorans died as they tried to pass. They had no choice besides turning back into their dying forest. They had reached the end of despair. Nothing more could be done. Hopeless and in a daze, they stumbled into a sheltered clearing holding the most unbelievable site. In their despair, they did not quite acknowledge or understand what they were seeing before them. One by one, their eyes turned towards the upright disk of shimmering light. Fear took hold of them at first, thinking it was another trick of the Etralnin. However, they felt a welcoming peace within the light. A few approached the portal and touched its rippling surface. After finding that no harm came to them, the Dermorians decided it must have been a gift of the goddess of nature. Gathering the last of their seeds, livestock and people, they entered the light and vanished forever from Dermoria. Several brave souls remained to attempt to reach their Nolthrir brethren.

The Nolthrir knew of the destruction in Dermoria, but did not understand its scope. Most knew little more than the Day of Rejoining had been canceled forever and something was attacking the forests. They refused to believe it was their elven kin, and thought the stories were exaggerated tales of wild animal attacks. Only the Nolthrir who traveled to the forest truly believed, and it terrified them. They urged the people to learn how to fight and defend themselves, which was met with outrage. They began to ignore all whispers of the Dermorians and the 'madness' that had taken hold of them, and moved further away from the borders. By the time the Dermorians found the portal, the Nolthrir had completely cut off all contact with them. This was unfortunate for them, as they would have been informed of the terror that was about to engulf their lands.

As the Dermorians left the world, the Etralnin had already begun to infect the wetlands of Nolthria. They did not travel the ways over the dry hamlets, but walked under the waters of the deep streams and lakes. As the Nolthrir had not yet been exposed to the magic of Yliakum that gave them their gills and webbed feet, they were not the prolific divers they are now, so had no clue of the death that passed under their boats. Only dead fish and blackened seaweed marked the plague's underwater march. The Nolthrir were caught unaware when the Etralnin finally struck three years later. Where the Dermorians had lost most of their population over the span of fifty years, the Nolthrir suffered those losses in a single night. They had nowhere to hide in their boats and floating villages. Not when death was coming from the water itself. Countless lives were lost as they slept. Screams rang out across the water to be cut short. Daybreak found the Nolthrir decimated and scattered.

Panic and fear took hold of the few thousand survivors. With nowhere else to run, they gathered their most prized seaweeds and fish spawn in sealed jars and set out in a desperate journey to find safety among the Dermorians. What they did not know was that every last living Dermorian had perished, including the messengers sent to tell them of the portal. The last of the Nolthrir came to what used to be the forests. Alomost nothing remained of the great trees; only black dust and oozing puddles as far as they could see. By chance, a boy found a piece of waxed parchment floating in a shallow pond among the skeletons of an unknown number of elves. The paper contained a map with directions to the Dermorian's portal. The Nolthrir held little hope that the magical gate still existed, but followed the map with feverish intensity. They traveled for two days nonstop before stumbling wearily into a clearing sheltered between a circular outcropping of rock. The grass and trees were still green, and there at the end of the clearing stood the portal. Cries of fear at the rear of their column shook the daze from those that had entered the clearing. The enemy had found them again. The portal began to shimmer and diminish in size. The Nolthrir ran to the portal and rushed through without pause. As the last of them fell through, pursued by the death-gray elves, the portal vanished completely.

As far as I can discern, no living thing remains in the lands of Nolthrir, Dermoria, or Etralia. Given the descriptions of the state the Etralnin were left in, I do not believe they were alive anymore. They were the victims of a death curse, no longer alive, but never able to rest; walking corpses. What caused and controlled this horror may never be known, but let us pray it never reaches our dear Ylaikum.


4
Single Author Stories / Dwarven Lost Histories.
« on: May 08, 2010, 10:34:50 pm »
note from the author- Another history I wrote for the game. As with the Lemur history, I am retracting it and thus it is no longer official. This, or any other edited version of it may not be used as official game content. The contents of this history are completely original by me, and do not reuse any previous official content aside from the dwaven names. Some minor edits have been made by others. This history is for you to read and enjoy, not to be used for official roleplaying purposes in the game. What you do with it unofficially is completely up to you.


If you want to make comments about anything other than this story, like/dislike/whatever, or the reasons why it was posted here and removed from the game, go here: http://www.hydlaaplaza.com/smf/index.php?topic=37124.0 . I had to repost here and delete the story there after the thread got out of hand and it got moved to the complaint section.




Written in 395AY by Bengyr [surname of ingame StoneBreaker]
Dwarven Lost Histories

Ylaikum. It is our home now. I am one of the few dwarves still living who has seen our doomed homeland with my own eyes. Years now long past, I had spoken with members of the other races that we now live shoulder to shoulder with. They would often look upwards at the cavern or cave roofs with fear and disdain as they told me of the homelands they had to leave behind the shimmering gates of the god's Portals.  As I write these words, I still cannot fathom the wonders they spoke of. The impossibilities. They spoke of a moving orb of tremendous light that would light up an endless sky. They spoke of lush fields or blue green seas that would stretch farther than the eye could see, yet still go on. I would question their sanity or honesty if the story had not been the same from almost every mouth. My own homeland held none of these marvels. It held naught but stone, heat, caves, and death.

Few records survived the brutal history of my people. The stories tell of massive repositories of knowledge that would dwarf any library in Yliakum today, but we had neither the means nor the time to save but a few books as our world began to die around us. Every moment of our existence was bent towards survival. However, I shall attempt to gather what knowledge I can for this text from the old stories passed down through the generations. I am a Stonebreaker, but this is the history of the Hammerwielders as well. For the purpose of this history I will use the name the other races have given all of our people, as any name we had for our self is long lost to the cursed stones on the other side of the Portal. This is the history of dwarves.

According to legend, we were always a short people, but used to be thin, almost like the children of other races. We too had a thing called a sun in those ancient days. Dwarves loved the sun, revelling in its light as we flourished on the surface. The old stories speak of ice-capped mountains as large as the entirety of Yliakum that touched the clouds, and endless seas of ice that covered the land and waters during the frigid winters. In that time, we worshipped proud gods and followed religious stone books preaching warlike ways. We were an industrious people, just learning the ways of building great structures and the construction of machines of war to honour our gods. No records remain on these mechanical marvels, but it is said they filled the air with thunder and smoke as they crawled across the land. Our great cities and lands brimmed with culture and the proud heritage of countless generations. What my ancestors did not know was that their gods had failed them, and their doom was already building. The glowing sun that brought life to our world would soon begin to destroy it.

What causes a sun to swallow a world, I cannot fathom. Perhaps our gods grew angry with us and began pushing our home and sun closer together. Almost unnoticeable, our sun started to grow larger in the sky. Generations passed and the lands began to warm. First, winters vanished. Then the ice that once covered parts of our world all year round melted, eventually turning the world into vast, fish-filled oceans and small island continents consisting of the once ice-capped mountain ranges. The dwarven people adapted to this change by becoming mighty sailors, constructing fantastic ships of war and commerce to transverse the vast distances of water. They built many great cities of stone, metal, wood, and clever composites atop the mountain peaks and filled them with fascinating machines. They forgot the teaching of the old gods as war became too taxing for their limited resources. Despite the changing world and hardships, my ancestors grew prosperous in this new era of peace. But the sun continued to grow as my ancestors lived and died, gaining more intensity with each passing generation.

The weather became foul at nearly all times, casting storms across the seas in constant squalls. The people had to become more ingenious in their structure and ship design. Finally, the storms became so massive and constant that no dwarfs would risk travel to the other islands and clans became separated. Even the stout cities could no longer withstand the storms, forcing my ancestors to burrow into the rocks of the mountains themselves. The great machines fell dormant as their source of fuel dwindled, and their making began to fade from the minds of the people. This did not prevent my ancestors from the continued study of smaller mechanics to aid in their survival. This is when the dwarven people started to branch off into the different peoples of today, as there was no longer intermixing of the islands. Though their strongholds where relatively close together, those that would become known as Stonebreakers and Hammerwielders would not see each other again for generations.

In time, the clouds thickened and the storms settled, protecting the world from the swollen sun. Some dwarves began to move back into their ruined surface cities, thinking it was now safe, but doom was at hand. A catastrophe beyond description descended on the world of my people. The Burning Wind. In all stories it is called the same. A horror of flaming wind battered the mountain strongholds. No story is certain what caused the wind, or what it even looked like. All that is known is that it killed and burned every living thing not deep within the safety of the caves. When the survivors finally emerged, they were met with destruction and smoldering desolation as far as they could see. The sun, not seen for generations, suddenly loomed enormous in the sky. It would burn the skin in minutes. It would kill in an hour. The waters of the oceans had lowered a tremendous amount, almost as if a god had reached down and scooped it away. The dwarves were forced to move underground permanently. They took to wearing metal hats and plates sewn on leather to protect themselves from the harsh rays of the sun if they had to go above ground, though they generally only did so at night in hopes of finding fish in their deepwater traps. My ancestors began the task of digging great tunnels by hand to reach the other clans in hopes of finding survivors. After years of digging, they did not find what they expected.

When the sun started to burn the very land, some clans saw this as a sign from the old gods that they were grasping at powers they should not be, and were being punished for forgetting their teachings. They went back to their ancient warlike roots and proud religion, and began the crafting the long hammers and pole axes of ancient times. They took the name Hammerwielders to honor the old gods. Other clans of shorter dwarves in nearby cities did not believe this, so kept to their ways of vast community construction projects and the study of machines. The two peoples were close enough that my ancestors' tunnels reached the Hammerwielders first. The Hammerwielders did not give them a warm welcome and became angered when the clan refused to worship the old gods of war, naming them Stonebreakers for breaking the religious laws written in the stone books of old. The two groups went their separate ways, not to talk again for generations.

The swelling sun continued to heat the surface stone to unbearable temperatures, forcing the dwarves to dig deeper with each generation. The once vast oceans evaporated into the sky. Unable to form rain, the water expanded into tall clouds, only to be washed away by yearly Burning Winds. This cycle continued until my home world was nothing more than a vast, lifeless desert. The only water to be found was deep in the still-cool rocks the dwarves tunneled into. No dwarf ever saw the sky again. Moving underground changed us. The deeper we dug to escape our sun, the harsher it became, killing off all but the stoutest and strongest of each generation until they gained the look of those seen today.

Food was desperately hard to find underground, but the resourceful dwarves learned how to cultivate edible molds and lichens, which they also used to feed their sturdy little pack-beasts. These beasts were the only source of meat to the dwarves besides foul tasting insects that somehow survived as well. But time was running out as the sun continued to expand. In the time I was born, my people knew my generation was to be the last. Hope was completely lost. They could delve no deeper or suffer the heat coming from deep within the rock, boiling the blood in their veins. They could not go back, for the light and heat of their cursed sun would burn the very flesh from their bones. In the depths of hopelessness, a miracle formed in the guise of a glowing blue-silver disk. A portal.

It was the Hammerwielders who first came upon the Portal, and knew it to be a gift of the gods. They began to travel into the blessedly cool caves that welcomed them on the other side. Despite their differences with my people, the Stonebreakers, the Hammerwielders could not leave their wayward brothers and sisters behind, so sent a group to find them. After many days of hard travel, the groups finally found the remaining Stonebreakers ensconced in a city designed to shelter them from the heat. I still remember how it was beginning to fail. No matter how long or hard we ran our pumps, the air became more stifling every day. It took no convincing for my parents and the rest of the Stonebreakers and the few odd refugees from more distant cities to follow the Hammerwielders back to the portal. Even my Father and Mother thanked the gods as they stepped through into their new home.

Our Portal closed soon after the last of the survivors came through, sealing us forever away from what used to be our home. If it still exists, I have little doubt that all that remains is molten rock and death. The years weigh heavy on my bones now, and I feel my own death coming swift. Soon my memories of the past will be gone, and only these words will remain. Yliakum. It is our home, our savior. Cherish what the gods have given you.

 Portal Location inYliakum  : Deep in the caves between the Dermorians and Xacha. Shared with Stonebreakers.

 

Events Immediately after Portal Entry :

320- late. It is winter. Cool air floods the caves. The two races work together for a time as they try to keep warm. The Hammers outnumber the Stones three to one, with smatterings of other refugee dwarven races mixed in. The cone shaped metal hats of the Stonebreakers are used to burn dried mosses to cook the abundant game in the area, including [cave creatures], which will become one of the delicacy meats in Yliakum. Not much thought is given to exploring yet, though some large rooms (opening in caves are called rooms) are found nearby with fresh water and heavy growth of the odd cave moss that glows a slight blue, and seems to flourish in the complete dark (radiation/magic from the Crystal penetrates the rock?). The Stonebreakers are forced to admit that there must be gods, as they can explain the portal no other way, but for the most part refuse to go back to the old, war-like teachings. They are a race of peaceful dwarves now. This creates some tension between the races, but no major conflict breaks out.

321- The dwarves begin to explore farther away from their Rooms as the temperature begins to rise slightly in the Yliakum spring and summer. The rising temperature frightens many of the people. The Stones go in search of good stone and sources of metal to build things, and new sources of small game and the moss, while the Hammers hunt for bigger predators that sometimes hunt them in return. War is in their blood now, and they crave the rush of the hunt, battle, and kill. They find many worthy foes in the semi-intelligent and powerful beasts that dwell in the caves below. The Stones will begin crafting rudimentary forges, using them to fix many of the Hammer’s weapons and armour in way of repayment. Both races will work together to start building new structures for living and defense. A small amount of tunnelling is started to expand the rooms, but no plans are set.

322- The first permanent structure is completed. It is a basic foundry built in hopes of finding metal ore soon, though the prospecting has been unpromising so far. Tensions are beginning to rise between the races as the Stones still refuse to go back to the old ways. The Hammers think this will once again bring the anger of the gods down on them. The two races begin to build living structures on opposite ends of the Room complex, the Stones on the side where fewer large creatures come from (towards Yliakum). The Hammers see this as cowardly, though not much mention is made. The greatest insult to a coward is to know they are a coward, but not say it to them. The Stones do not understand this custom, but can feel the hostility. The fear of temperatures rising starts to fade as the dwarves begin to see the cycle of the seasons.

323- The two races continue to grow further apart, only talking if they have to. The first rich ore mines are found past the Stone side of the complex. The Stones want to mine the ore to make tools, while the Hammers demand the right to make weapons. Fights break out and some dwarves are wounded badly, but there are no deaths. The Stones know they have no chance in a greater battle, so relinquish control of the vein and foundry to the Hammers. This appeases the Hammers, and a tensioned peace returns. The buildings being build by both races are becoming more complex as they continue tunnelling outwards from the original Rooms.

324- The Rooms have been expanded into a small city due to the relentless work of the smaller group of Stones. The Hammers uses these new structures and caves to start spreading out, claiming areas for individual families, as they value their privacy. In exchange, they provide meat and protection to the Stones. In the fall of the year, a group of vicious creatures attacks from the Stones’ side of the city, killing eight women, two children, and seven men before they can organize a resistance and drive the creatures off. The Hammers learn of this and decide to hunt down and kill these semi-intelligent beasts to avenge their cousins. A group of fifty warriors is dispatched. Twenty-three Stones go with them. On the hunt, they pass a cavern with a raging river cutting a deep and wide gorge into the stone, and no way across. On the other side, they see a tall race of white-skinned humans (the Xacha) that seem on the verge of starvation, though have no way to reach them quickly, and the hunt trail is getting cold. The dwarves shout out that they will return when they can, but the Xacha do not understand the harsh Dwarven tongue. The hunt goes on through multitudes of twisters and turns, ups and downs, making the journey a hundred times longer than a straight walk.

325- The Dwarves finally catch up to the fleeing beasts, cornering and slaying them all. Only one Hammer was lost. The Stones that were there fall on the beasts in vengeful frenzy with their spears and borrowed longaxes (a Hammerwielder would never let another race use one of their hammers.) In the heat of the hunt, they had started to notice a change in the smell of the air, and felt the temps get warmer and warmer. Curious, they follow this fresh smell for not a great ways to come upon Yliakum. The land is in the dead of winter, so a light dusting of snow covers the ground. It is whispered that all of the dwarves wept unashamed into their beards as they stood before the Crystal for the first time, and talked of the legends of when they once roamed great plains of ice in their homeland. They talk long of what they would do; finally deciding to travel back to the Xacha to see how they could aid these odd people. A certain god listens to that conversation, though does not make himself known. The journey back to where they had seen the Xacha does not take long, as they took a straighter route. But the Xacha are nowhere to be found. The dwarves can see no good way to cross anywhere, and leave, though promising to return to build a bridge spanning the gorge. Little do they know that Laanx has already found the Xacha, and has hidden them away.

325- Early Spring. The Hammers and Stones arrive back in the Rooms and tell of what they have seen. A council is formed of the leaders of both races to decide what to do. After much quiet discussion over the course of a week, a choice is made. The dwarves know full well that if they tried to stay together, bloodshed would eventually erupt between them. The Stones willingly agree that they should leave the blossoming city and travel to the cave of the Crystal. The battle loving Hammers would remain in the city where their prey is near. There is deeper meaning behind their decision to stay, though they do not tell the Stones. If the Stones are the reason their old homeland died, then the Hammers do not wish to anger the gods again by following to Yliakum. All of the Stones pack up in the next week and start on the long journey. Some of the refugee dwarves go with them, while others more like the Hammers stay. A group of 200 Hammers goes with them to ensure the safety of their brethren on the way, and vows to stay until the Stones are settled.


325-Spring to summer. Hammers and Stones conflict with the Enki or Ylian on the first level. The Light of the Crystal will be harmful to their eyes and skin at first, making the Stones think it would be a good idea to go down a few levels somehow. A helpful Kran they meet understands their plight, if not their tongue, and gives them a map to the nearest ramp down [we should have some sort of Kran or Lemur 'Ramptown']. Once at the ramp, the Stones and Hammers decide to part ways, as the danger seems to be over. The 3000 (?) Stones start heading down the ramp, while the Hammers head back the way they came. The Hammers have a few more battles with the Enki or Ylian, though nothing severe. It is almost as if the other race/s are testing them. The dwarves' well-made armour protects them from most weapons and arrows. After a few days, the other race stops raiding and gives up, seeing the dwarves as too tough a target. The dwarves make it back to the Labyrinth without any further conflict.

Once in the Labyrinth, the Hammers return to the place they last saw the Xacha. They call across the gorge for two days straight, hoping that the white men hear. No one ever comes. The dwarves see this as a challenge, and refuse to let the gorge delete them. Despite not being great builders like the Stones, they are not unskilled, and decide the best thing to do is to build a bridge. They take measurements and draw a detailed map of the area, and a rough sketch of the intended bridge. As with everything the Hammers design, it is to be massively overbuilt. The plans set, they travel back to the Rooms. A small group of dwarves stays behind in case the Xacha come back, and will be changed every week.

325- The third level is sparsely populated when the Stones arrive, as most of the Lemur and many Kran who had built the ramps to this depth moved back up to richer grounds. They find the light and temperature comfortable at this distance from the Crystal, and decide to make it their new home. They have forgotten the ways of building freestanding houses; so opt to once again carve a city into the stone, though this time in one of the great walls. They set in for a labour that they know will take them a great many years. They try to keep themselves busy to distract themselves from their troubled past. Within the year, they establish trade with the food-growing races on the upper level in exchange for stoneworking services, fine steel tools, and materials only found on the third level.


326- Winter. The Hammers have returned to the gorge in force. They start the slow, steady construction of the massive bridge and the anchor fortress used to house the workers. Work also continues expanding the rooms of the city as well.


327- Some Hammers go to Yliakum to start a trade of meat, metals and furs for grown food as the moss is not very good at sustaining the dwarves, nor does it taste very good. Game is still plentiful, though (and likely still is to this day) so they have plenty of meat. Other races my take an interest in the Hammers' project, including some Stones.

327- There are a few conflicts with the Stones and others living on the second level (Barn). Most of them are over trade disputes, or dwarven pride. The other races soon learn it is not advisable to point out a Stonebreaker’s size. The Hammerwielders send message to the Stones, asking for aid in the construction of a bridge in the Labyrinth where the Xacha were last seen. Perhaps a few hundred accept, mostly young men without families.


340- Though the passages are far from completed, they are finished enough that the Nolthrir can move down to their final settlement safely. Many Kran had come to help with the working as well, and the Stonebreakers get along well with them. This results in many Stonebreakers turning to Talad. Some few people from every race in Yliakum also join in the labour for varying reasons.

340-400?- The Stonebreakers continue to work on the ramps, both up and down, making them all safer for passage. It is still very slow, so their best minds get together with the mages of other races to discuss building machines that can lift from one level to another. Perhaps work is even started (or even finished) on one on the third or second level.


330- The red rock fortress at the edge of the cliff is roughly completed, and the bridge is halfway across. The bridge is suspended by massive cables anchored in the fortress. Delays have been caused by creatures attacking both the rooms and to a smaller extent, the bridge fortress. Good trade continues to come from Yliakum as the Hammers become a reliable source of meat and fur for the other races.


330- winter The Klyros show up near the Stones' settlement as the weather begins to get too cold for them to glide. The Klyros are not exactly untrusting of the dwarves as much as indifferent. The dwarves go to the Klyros and learn some basic speech, though the Klyros don’t bother to try to learn Dwarven. They seem to act as if the dwarves do not exist to them as soon as they part, and not until they meet again. It is not done in an insulting way, and the Stones are not sure what to think of it.

331- Spring – The Klyros leave one day without saying a word to the Stones. They are last seen jumping off the cliff and gliding downwards. The Stonebreakers consider this for a time, wondering what might be down there.

331- Word of the first meeting between the Klyros and Laanx reaches the Hammers. Many will see Laanx as a god worth worshipping (see Religious Affiliation), and the religion finds its first roots in Hammer society. Many Stones and Hammers have learned the tongues of the other races, mostly Lemur/Kran (which will become Common), and learn all they can of Laanx.

332- Nolthrir move down to third level where the Stones are hard at work carving out their city. The Nolthrir find that they cannot safely move all of their people any deeper, so set up camp away from the dwarves. The Stones notice the Nolthrir watching them, but don’t see them as much of a threat. After what happened with the Klyros, the dwarves decide to let the elves come to them. Finally, after a few weeks, a few of the Nolthrir leaders come to the dwarves and attempt to communicate. It takes a few weeks to learn each other’s tongues well enough to talk. A small trust is gained between the two races, and a deal is struck. The Stonebreakers agree to build safe passage all the way down to the water far below. In return, the Nothrir will provide the dwarves with fish and water-grown crops (rice?) from the third level lakes and lower as they reached each new level. Since the dwarves are not good fishermen and worse farmers, they are glad to start this new, grand project.

335- The red stone bridge is completed enough to send the first explorers across, though the last 100 feet is mostly temporary beams and planks. The first group of Hammers that crosses never returns, nor does the one sent after it. This causes the dwarves to hold back any more groups until the bridge is finished, so that they may send a battle ready army. All other projects are stopped and every available worker is placed on the bridge.


336- The basic bridge is finished, allowing an army of 500 Hammers to cross. The Hammers arrive in a complete city Laanx had created for the Xacha in late spring after bridging the gorge. Tensions are high due to the dwarves' search for their missing brethren. However, the dwarves see the signs of Laanx on the buildings the god crafted for the Xacha, and wish to learn more about their chosen god. (Note: The Hammers first learned of Laanx from the other races in Yliakum, and chose to worship Laanx because of his treatment of the Klyros.) Both Xacha and Hammers understand basic Lemur (which is already starting to be called Common in Yliakum), and the Hammers begin to write Laanx texts based on what the Xacha and Lemur teach them. The Xacha also learn of Yliakum for the first time, and some chose to leave the city in order to return to their old ways. Many Lemur travel to Yliakum as well, hoping to reunite with their long lost people. The Xacha and Lemur tolerate the Hammers, but neither races becomes endeared to the other. Once the Hammers gather the knowledge they want, they part. Only a few of the dwarves' religious leaders return over the next years to learn more about Laanx. Some even choose to stay, completely casting off their old dwarven ways.

The missing dwarves are never found.


336 to 357- Tensions rise within the formidable Hammerwielder city as the worship of Laanx becomes stronger. Fights become more and more commonplace between the worshippers of Laanx and those that follow the old gods.


357- A bloodfeud is started between two Hammer clans over the religious conflict. Other clans from each side join in until the entire city is at war. The followers of Laanx now outnumber the other faction, and the battles are fierce. The city rings with the sounds of war for three months. Finally, the old stone books are found by the Laanx-ites, and smashed before the population. A great speech is given by a very charismatic leader, saying if the old gods were still alive, that they would have been able to stop what he was about to do. He then throws the books from a tower/cliff/wall/top of stairs/hits them with hammer. The followers of the old gods are humbled, and all of them go to one knee to admit defeat. No one openly worships the old gods again, and the entire Hammer populous changes to Laanx.


370- The Hammers meet Dermorians for the first time. A group of 23 Hammerwielders were prospecting in caves far from the Rooms, looking for both new mining sites and for hunting grounds. An odd odour hung in the air, and no game was to be found, despite plenty of moss for foraging. This puzzled the dwarves, though they continued on their way. In a dead-end side passage, they found the telling signs of a rich copper ore vein. Not finding anything to fight, the dwarves set their weapons and armour (only a fool mines in full armour) outside the passage to keep the dust from them, and started digging at the rock with their picks. Two dwarves were left on guard.

Unknown to the dwarves, a nightmarish creature lay in wait under a blanket of moss only one hundred paces from where they laboured. The creature let out a deafening bellow as it began its attack, spitting caustic liquids on the two guards, who were well within its range. The guards hollered in pain and rushed to warn the others. The creature was slow, moving at only a fast walk at best, but was close enough to the mouth of the passage that it got there before the stunned miners could react to the two guards. They found themselves trapped without their weapons as the beast came closer. The dwarves began shouting at it, hoping to scare it back, and some flung their picks at the creature, only to have them bounce off the beast’s heavily armoured front. The creature unfurled long segmented arms with sharp barbs, completely piercing the chest of one of the warriors who came too close. Without armour, the dwarves knew they would stand no chance. Readying their picks, they braced for a final charge.

The creature roared in pain before the dwarves could strike their first futile blow, and began backing away from them. The dwarves pursued, pounding fiercely with their picks on the creature’s thick frontal carapace. Two more dwarves died to the flailing, barbed arms as the beast rapidly backed all the way out of the passage. The dwarves then saw what was causing the thing pain. A group of 15 or more tall, thin men with no beards and pointy ears were thrusting spears under the beast’s heavy plating, though they did not seem to be doing much harm. Not ones to lose a moment, the dwarves ran to their heavier long-hammers and rushed to join the Dermorians. Both races circled the beast, always keeping behind it where the hooks of the lumbering creature could not reach. The heavy swings of the dwarves' hammers soon cracked the segmented carapace, allowing the elves to thrust deeply with their long-bladed spears. The creature was soon dead. The two groups separated and turned to face one another. The leaders both stepped forward.

The Dermorian leader and Deirgan Bloodaxe stood nearly toe-to-toe, each sizing the other up. The Hammerwielder spoke first, his words obviously foreign to the young Dermorian’s ears. The elf responded in his own language, though Deirgan understood not a word of it. The elf picked up a flint rock and scratched out a rough drawing on the tunnel floor. Deirgan recognized the drawing as the creature just slain, saying “beast” in dwarven. The other leader nodded and said a completely different word which sounded amusing to the dwarves, almost like soft baby talk. Deirgan laughed at the Dermorian’s funny word, but understood the meaning and nodded. The two groups sat near their fallen prey and worked out a simple system for greeting and barter, exchanging the most basic of words. Minimalistic communication established, the two groups began dressing out their kill, working efficiently together. Deirgan stood for a moment with his comrades, wondering how to meet these worthy people again. The leader of the elves answered this by holding up the rock he had used to draw the beast, and bringing his hands together over it. He then placed the stone over the drawing. Deirgan understood that that would be the place they next met. The dwarves gathered their dead and burned them, though one of the dead men had vanished, and headed back to the Rooms. The Elves went the opposite direction.


370 to 400-ish- The Hammers and Dermorians establish good relations and start to develop trade. The Hammers show the Dermorians the way to Yliakum, but most of the elves choose to stay in their village. A trickle of Hammers start moving to Yliakum, but not many yet. Most of them are secretly worshipping the old gods, though some go to join the escalating conflict between Ylian and Enki.


415- A dark, unnatural fog sweeps into the Rooms. It is obviously of magic origin, and the dwarves have no training at all to defend themselves. Shapes are seen at the leading edge of the fog, though neither the infravision of the dwarves nor nightvision of the elves can see any deeper. Some survivors claim to have seen riders atop horrid beasts. The Rooms are overrun in less than a day. They flee all the way to the cave opening to Ylaikum, where they meet the fleeing Dermorians, and both turn to face the black fog. The Crystal is eclipsing, and the fog seems to diminish, allowing the Hammers and Dermorians to fight the heavily cloaked riders and beasts. The dark fog pushes the defenders into Yliakum itself. The battle is pushed right to the walls of Ylon Donari, a Ylian city sacked by the Enki. There is a large force of Enki and Ylian there, as the Ylian are trying to retake the city. They are forced to turn and fight the riders. Any of the riders that are killed vanish in flames, and none let themselves be captured alive, though the beasts remain (could this be the origin of some of the mounts in PS?). Finally, the fog army is pushed back into the caves as the eclipse ends. The dead are countless in the ranks of Hammers and Dermorians, and severe losses in the Ylian and Enkidukai.

End of the 4th Epoch.

-------------------SUMMARY SECTION-------------------

320- Dwarves come through portals.

321- The dwarves begin to explore farther and build.

322- The first permanent structure is completed.

323- The Stones relinquish control of the vein and foundry to the Hammers.

324- Xacha are seen.

325- The Dwarves find Yliakum.

325- Early Spring. The Stones leave the city and travel to the cave of the Crystal.

325-Spring to summer.

325- The Stones settle on the third level and begin carving a city into the wall.

326- Winter. The Hammers have returned to the gorge in force. They start the slow, steady construction of the massive bridge and the anchor fortress used to house the workers.

327- Some Hammers go to Yliakum to start a trade of meat, metals and furs for grown food.

327- Some Stones go to aid the Hammers in the construction of the Redstone Bridge.

330- The red rock fortress at the edge of the cliff is roughly completed, and the bridge is halfway across.

330- winter The Klyros show up near the Stones' settlement and mingle little. They leave the following spring.

331- Hammers start worshipping Laanx.

332- The Nolthrir show up on the third level and convince the Stones to start building paths all the way down tot he lake.

335- First dwarves cross the bridge, but do not return.

336- The basic bridge is finished, allowing an army of 500 Hammers to cross.

336 to 357- Tensions rise within the formidable Hammerwielder city as the worship of Laanx becomes stronger.

340- The passages are done enough to get down. The Stones continue to improve them. Sometime before the year 400, they might start working on a winch going from the second to third level.

357- A bloodfeud is started between two Hammer clans over religious conflict. The old gods are banned from worship.

370- Hammers meet Dermorians for the first time.

370 to 400-ish- The Hammers and Dermorians establish good relations and start to develop trade.

400?- The fog comes, driving the Hammers out.


SIGNIFICANT PERSON TRACKING:

Format for lines: Person Name – Summary of person.


Deirgan Bloodaxe- Leader of the group that first met the Dermorians.

5
Complaint Department / Complaint about Lost Dwarven Histories.
« on: April 01, 2010, 01:33:25 pm »
Moved the story to here: http://www.hydlaaplaza.com/smf/index.php?topic=37306.msg424596#msg424596

You may continue complaining in this thread. :)

6
Single Author Stories / A long Journey - my history of the Lemur
« on: March 31, 2010, 08:03:56 am »
note from the author- These are books that I have written for PlaneShift while on the team. They were intended for (or were) ingame books. I am retracting them from the official game, though, due to issues I will not talk about here. That makes them 'fan' stories, no longer official, and thus go here for you to enjoy. Look for more from my collection soon.

Song of the Lemur

A History of the Lemur

Book one

Scribed by Aruisia Xant-Areth


As history was given birth in the lands of Yliakum, the Lemurs were the only race to be graced by the light of the Crystal. They did not have the need to grow into a population, as they were created near fully matured by the will of Laanx. They worshipped and loved Laanx and Talad equally, despite the fact that only Laanx had placed her hand in their creation. The Lemurs were an extremely intelligent people who dedicated their lives to the study of beauty and its recreation in all forms of art. They would often plead to Laanx and Talad to walk amongst them, and gaze upon them in the silent admiration of Laanx’s faultless beauty, and Talad’s powerful form. They chose to live a simple life in the shadow of their gods, though Laanx had often offered them more. “What more could we want,” the Lemurs would say as one voice, “what need have we for mighty structures and great devices when we have your love and beauty?” Laanx would accept their words, fearing to fracture the Lemurs' seemingly perfect happiness. The Lemurs saw that this saddened their goddess, so in their eighth year of existence, they prayed to her to create a great auditorium for them. She was overjoyed that her people asked this of her, so [she] drew pure white quartz from the ground to construct an enormous auditorium. The wondrous structure formed a pure white flower open to the sky, surrounding a huge, black-granite dais placed in the centre to honour Talad.

The religion itself was as serene as the people. In the early days of the dual religion, joy, happiness, and serenity were valued above all else. War and fighting were completely unknown. Jealousy and anger were mere wisps of fleeting imagination. Drifting song could be heard dancing in the wind at any hour, singing praises to the two gods and the wondrous world they had created. In the year after the creation of the auditorium, the structure became the ‘temple’ in which the Lemurs would sing worship to their gods, oft forming choruses of thousands. A loose religious structure began to form in the ranks of these choruses, thus creating the very roots of the Laanx religion. Laanx herself would often lend her crystalline voice to the chorus. No Lemur could claim a dry eye as her song rang through the land. Even Talad himself would cease his mighty works of creating vast spreads of fertile farmland to bathe his ears in the pure sound.

One fateful day in the tenth year of the Lemurs' existence, the winds grew silent, the Lemurs' song came to an end, and paradise shattered. A great gathering of Lemurs formed to sing praises to Laanx and Talad. Laanx had spoke to them, telling of a great thing Talad would do on that day. They waited for this moment to come, as they had prepared a song dedicated to Talad’s greatness. It was to be their finest work ever written. Silence was all that was to be heard as they waited. The Crystal began to brighten. It pulsed slowly in the rocky dome high overhead, though soon started gaining in speed and intensity. The Lemurs felt no fear, for this was their gods’ work, who had always protected them from all ill. Slowly, their upright faces began to show worry, rather than reverence. Every eye of every Lemur in the entire realm turned towards the Crystal just as it poured forth a blinding flash. They cried out as one as fear finally rushed into them. Another cry rose in a voice the Lemurs knew well. Fear turned to despair, for it was their beloved Laanx whose pain-filled cries shook the very air. The cries of Laanx soon became stone cracking shrieks, striking all those who gathered in the great auditorium completely deaf, and damaging the ears of all others to the point of becoming tone deaf for the rest of their lives. The ground rumbled and heaved, tossing the frail people to the ground as even the dome around the Crystal shivered and cracked. Slowly, everything went quiet as the dust settled. Silence once again fell on the land, for not even the weeping of the people could be heard.

The deaf Lemurs in the once great auditorium stood to see nothing but broken stone in all directions. The land itself was changed and buckled; creating high hills and low valleys where once was fertile field. But their eyes cared nothing for the land. Laanx, their goddess and creator, lay seemingly lifeless on the centre stage within easy view of all those eyes. Fear beyond anything ever before or after that moment filled the Lemurs. Only a few could summon the courage to approach their beautiful goddess. To their great relief, Laanx began to move. They started to call joyously to her as she stood slowly, despite their deafness, but their voices fell silent as her face turned to them, scarred and disfigured beyond recognition. Laanx saw the horror in their faces, and formed a mirror out of the air to view herself. It is claimed that the Lemurs who witnessed this were lucky to have been deaf, or the cry Laanx let out in that moment would have killed them instantly for the sheer sorrow it held. She fled blindly from them, ripping her dress to cover her face as she stumbled over the broken terrain. Without thought, the deafened Lemurs followed her. They thought nothing of their own plight. Their goddess needed them, and that was all that mattered. Talad called to the fleeing Laanx and her people, pleading for them to come back, but neither heard nor responded.

Days passed as the Lemurs followed Laanx through the new hills of the land. They began to notice stone forms pushing their way out of the soft soil, or breaking out of boulders cast up by the land. They ignored these as not important compared to Laanx’s needs. Other Lemurs who had not been deafened completely tried to tell those who followed Laanx of Talad’s great sorrow, and the new race he had created. However, they could not hear Talad, so could not feel his sorrow. They continued following and trying to comfort Laanx as she sunk deeper into despair, much as a child would do for a crying parent. Finally, they vanished into the Stone Labyrinths, never to be seen again by those they left behind. The Lemurs who could hear Talad’s pain knew they could not leave him alone either, so they remained behind to comfort him and watch his new people, which came to be known as Kran. Thus, the Lemurs parted ways, not to meet again for many generations. Snow fell for the first time in Yliakum history on that day, causing some Lemurs to still call snowflakes "Laanx's Tears" in remembrance of the day they say Laanx's heart froze.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

note from the author- This next story had been written and waiting to go into the game for close to three years now. It is time for you to be able to read it. Enjoy.


The Long Dark

A History of the Lemur

Book Two

Scribed by Aruisia Xant-Areth in the year of 508AY.

We now continue from my last book, Song of the Lemur. In this installment, we will follow the path taken by those who left Yliakum to follow Laanx.

The Lemur lived, had children, grew old, and died following Laanx in the countless years the god wandered the Stone Labyrinths. Though at first they kept to the original structure of dual worship, the harshness and suffering of the journey forced a change in their way of life. With the change in Laanx also came a change in the people. As the entire elder generation of Lemur who followed Laanx were deaf, or near deaf from the backlash of Talad's spell, all the songs of the past were lost to their children. The very language of the race was nearly lost as well, but for the resourceful ways of the Lemur. Knowledge was passed on, but many of the beliefs faded or became twisted. Unlike the first Lemur who followed both gods, the next generations began to blame Talad for the woes of the people. They did not understand how their elders gave up all that they had, and followed Laanx for the love of their god. In the depths of darkness, the new generation drifted further from their original beliefs until the religion no longer resembled the kindness and love of the first Lemur.

Creatures ran thick in the caves, forcing the Lemur to learn the ways of sword and spear. At times, they used their new skills on each other, inflicting pain, suffering, and war on their own people. The religion adopted these new practices as well, ruthlessly crushing any resistance to the new beliefs. Laanx was now believed to be the one and true god, and Talad to be a foolhardy usurper who destroyed Laanx's grace to increase his own powers. Hate began to burrow itself into the hearts of the people. They no longer followed Laanx for reasons of love and kindness, but in hopes of some great revenge in the future, after which they would regain their rightful place in the light. To show their willingness to fight for the as yet unresponsive Laanx, they began the practice of killing beasts in sacrifice to their god.

Laanx took no heed at all to his people in this time. He cast off his female past and manifest himself as male, though no mortal has ever been given the true reason. Great philosophers have proposed that he saw his female guise as weak and vulnerable, and so culled it from his being. Wise men claim he was repulsed by the scars his beautiful female form had suffered, and could not bear to retain it. Women often scoff at both of these, and know that Laanx did this to himself to denounce and destroy anything Talad had loved in him, thus causing the other god great sorrow and pain. Followers of Laanx will tell you her anger and spite for Talad and her disfigurement caused her to choose to distance herself from Talad and manifest as male, thus bringing about the quest for the true path which delivered Laanx's followers his religion. Whatever the true reason was, the people saw this change in him and drew it into their own lives. Where there had once been equality in status, men now claimed the positions of power and leadership in their religion. All of this was beneath Laanx's notice, as he had become obsessed with writing his Book of Names. Though he would not finish it for two hundred years to come, this book was to become the foundation of his entire religion.

Near to the year of two hundred, though the time cannot be certain, Laanx came into a colossal cave, told in Lemur legends to be far larger than Yliakum. The cave was so great in size that the Lemur could not see the stone over their heads, nor the far walls, even with the brightest of fires. It was so broad that they travelled for days before coming to a great lake in the center. The Lemur saw good fish and other water creatures they could feast on, and rich fertile soil they knew would grow abundant crops. The Lemurs believed Laanx had lead them to a new home and shouted praise and thanks to their god. In order to pay proper homage to Laanx, they began selecting sacrifices from amongst the finest of the beasts that they had captured in the Labyrinth. In this moment, Laanx finally did take note of his people. He looked at what they had done, and was impressed by their faith and ingenuity. They had learned war in His name. They had survived by hunting the beasts of the caves, and had even started herding and training some of them. He looked upon his people, and finally saw them as worthy of his attention. He gave them many powerful and useful things to brighten the cave and make the lake and its shores a place to live. The Lemurs multiplied rapidly, built the ten towns of Kadaikos, and became a prosperous and numerous people.

These towns were controlled utterly by the harsh rule of the new religion as Laanx placed his hand directly into matters. Four priests, called Diats, ruled each city. This custom finds its origins in the choruses of the mother religion, which can still be seen being practiced to this day by some of the Lemur who stayed with Talad in the division. There were four leaders of the vocal song, one for each voice range, and so the new structure followed suit. As song was not passed down, this tradition evolved instead into the form of government and religious hierarchy. There was one head Diat, called Diat Pryam, who would have been the lead singer in the past, and three lower Diats; Noctar, Vestru, and Ogan, who followed and advised the Diat Pryam. Each of these handled a certain part of the religion and government operations. Each lower Diat had many priests to serve them, who would run the individual temples or carry out whatever other duties were required of them. In honour of Laanx becoming male, these leaders were always male as well. Other branches of the religion were formed based on the music of the past as well. Sempetor now handled weapons, rather than the musical instruments, and became the law-keeping arm of the religion. The rule of the temple was strict, and often brutal if the laws and ways were not followed. Every person had their place in this way of life, as was custom from the wanderings in the caves. Stepping out of these roles was often punished severely.

Laanx enjoyed and encouraged this strict order, but also felt the need for chaos. Out of this desire came the twisted inner workings of society. The stringent hierarchy of the people gave each station certain rights and power. Families, houses, trades, guilds, sections of the cities, and even individuals within these groups would use trickery and maneuvering to try to gain rank and station over the other groups or even others in their own group. Every group had these stations, from butchers and street sweepers to the rich and powerful in the temple itself. Trust was a commodity sold as often as bread. This mirrored the chaos Laanx felt within himself, and made him content for a time. Thus, the second incarnation of the Laanx religion was born.

This concludes our look into this section of the Lemur history. The next installment will span the time from the leaving of Kadaikos to the joining with the Xacha in Xant Laan and the rediscovery of Yliakum.

note from the author- I never got the chance to write the third book, and likely never will. I hope you enjoyed these, though.

7
So PvP would be better called CvC (character vs character) in the world of roleplaying. Semantics, sure, but then, most people playing WoW think they are playing an RPG.

mod's note:  split from http://www.hydlaaplaza.com/smf/index.php?topic=35249.0

8
In-Game Roleplay Events / In the beginning... [canceled]
« on: May 10, 2009, 11:47:05 pm »
In the beginning, there was...

...

...

That is for you to find out.

[[meeting is now starting at 22 GMT, Saturday, May 16th to avoid conflicts with other events. Talk to a Truthseeker ingame to find out more, where, and what. PM me if you are REALLY curious (but don't expect to get all the answers. Here is a little time converter thing if you need help. http://www.worldtimeserver.com/convert_time_in_UTC.aspx?y=2009&mo=5&d=16&h=22&mn=0   For some reason it does not display GMT as 24 hour clock, but 10PM is 22GMT.]]

9
[54 people showed up out of about 160 online. Not bad at all! Orgonwukh and his helpers can fill in the rest of the info, as I was not really there for the entire thing.]


10
PlaneShift Mods / A not (so) ugly Dwarfette!
« on: December 27, 2008, 01:49:36 pm »
I would like to say one of the scariest things I have encountered ingame so far would be to turn into a dark alley and come face to face with..... a female dwarf. To alleviate this, a fellow PS resident and I have come together to create the following. It is not perfect, mind you, as the final mods to the face were mine (such as darkening the face, adding more freckles, and Catherin Zeta-Jones' lips), and I am not an artist. I just built on his fine work.

http://www.mediafire.com/?u105ynuwlze

So, replace the file of the same name in your characters directory, and no longer fear the darkness, and meeting a dwarf lady in it. Instead, you will get this:



(note how shy the Stonebreaker in the background looks now!)

(note 2, the original screenshot without the crappy Paint crop job)



11
Development Deliberation / PlaneShift Google Tech Talk!
« on: October 18, 2008, 11:52:58 am »


Come one, come all! Be the first on your block to see the PlaneShift Google Tech Talk!
Center ring, we have our esteemed ringmaster, Vengeance (Keith Fulton), who has tamed more than a lion's share of code with nothing more than a chair, a whip, and a USB keyboard! Listen to him as he guides you through the other rings of danger and intrigue!

Yes, look into the toothed maw of NPCClient!



Learn the unknown mystery of the alluring Proximity Lists!


For a short time only, see the AMAZING Bearded Dwarf!


See how it is all done under the tent of one, single Server!


If that is not enough to have you panting and drooling already, go backstage to see how quests are really made!


So, grab your friends, kids, dogs, cats, and hamsters, and get online now to see the
PlaneShift Google Tech Talk!


Slides from the PPT presentation video can be found here.

12
General Discussion / Think Klyros thoughts! (aka: Can Klyros fly?)
« on: October 15, 2008, 08:10:38 pm »
The answer, bluntly, is no. No amount of pixie dust is going to let you spread your wings and lift off into the sky. No way, no how.

However, they CAN DO THIS! (in a far future version of the game) Or, something very similar, moving much slower and not needing a chute to land.

So, keep thinking those Klyros thoughts.

13
The Hydlaa Plaza / Something awful? Perhaps...
« on: August 13, 2008, 08:51:32 pm »
-The following is my opinion, and does not represent the the thoughts of the PlaneShift Devs, GMS, or players that were not directly involved in the events..

Greetings fellow members of PlaneShift (no, we don't call ourselves PlaneShifters). I would also like to extend a greeting to Somethingawful's 'Goonsquad', who have been visiting us for the past two weeks.

For those of you who are not familiar with Somethingawful (SA), they are a web site dedicated to making fun of everything on the web that they can. In this case, PlaneShift has been selected for the MMO Roulette. Here is an explanation of the 'game': http://forums.somethingawful.com/showthread.php?threadid=2677443

And the result: http://www.somethingawful.com/d/mmo-roulette/index.php

Basically, they take a game and make fun of what makes it what it is, and the community that supports it. Think of it like a Celebrity Roast, if you would, or more like getting 'punked'. This has made for some very amusing articles. I particularly liked the 'Moooooo'ing in Endless Forest. Classic. I was expecting an equally amusing set of pranks and article for PlaneShift, but it seems as if the goon squad has run into some problems.

First off, they picked a very bad time to troll PlaneShift. We just released a new update, as most of you know, and some of the new code is causing some unforeseen and hefty problems with installing and running the game. Sorry, SA, but such is the case when you let people play a game you are still making. Khad, buddy, your articles are funny as hell most of the time, but you should have done a bit more research on the stability of the game so that more of your people could actually get it up and running.

A second problem has cropped up for the SA trolls. I think Khad himself puts it best.

Quote
Khad- Oh christ after taking 20 minutes to make a drat character and his entire past, you go to the tutorial area where you have to communicate with NPCs ala Everquest 1 and actually try to figure out what they want to you type to them.

What Khad and Co. have discovered is what I have started calling the troll firewall. It tends to quickly weed out those people with ill intentions who have little patience, short attention spans, or -well- less than average intelligence who tend to think 'quality' trolling is hopping into a game for five minutes and tossing about some lowbrow humor until they get banned. I believe that is what the crack about Khad's short attention span was about. I am glad at least some of the folks have endured the 'tutorial hell' and a few quality trolls have made it in. Really, you just have to read what the NPCs are telling you, or use the walkthrough.

Ok, to those brave souls who have made it into the game, bravo! You are one dedicated bunch of trolls. You have passed the Trials of the Updater, leaped the Pit of Bugs, survived the depths of the Cruel Creation, and defeated the Tutorial Chamber of Terror. Welcome to... the middle of nowhere. Not a soul is in sight. Where are you? What are you doing? A read of the Settings would give you the basic idea, but not much more. Well, since you are a troll, I guess that does not matter much. On to the trolling... if you can find someone to troll, that is. Most people are off in the more interesting spots, and your personal middle of nowhere is not one of them.

The trolling I have seen so far has been... lackluster at best. Maybe the folks are just worn out from their encounter with the Quest of Actually Getting into the Game. I have personally met two trolls, and got the best of both of them. One was actually proud of his "Give me QUEST" routine, but I had a better "I r a n00b" to counter.

Shredded says: Hi.
Kunevie says: Heya.
Shredded says: give me quest

Shredded then tried to trade with me. Wrong move, SA troll. Let me show you how it is done.
 
Kunevie says: Sory. i hit wrong button. can you tr4de me agin?
Shredded says: how to TRADE
Kunevie says: i jus start. how you go sideways?
Shredded says: how to START GAME
Kunevie says: how start guild? u know?
Shredded says: How to UNSTICK
>Shredded Wheats thanks Kunevie Luenew!
 
-He then ran off. But you can not escape so easy...
 
You tell Shredded: i find pm! we can talk far now.
You tell Shredded: u know how 2 start guild like Wow? my mom wont buy wow 4 my no more.
You tell Shredded: were u go? we cn buddy up an kill mobs?
You tell Shredded: u can here me?
Shredded tells you: give me a quest
Asiliy shouts: Who loves beer? I do I do!
You tell Shredded: ok i give you 1 when i find 1
You tell Shredded: how u talk 2 npcs in this game? abut stuff dont work.
Shredded tells you: 011010100011110100101
You tell Shredded: i dont no biari
You tell Shredded: i know a littel java.
 
Well, he stopped responding to me, so I handed him off to a GM, informing him that the guy was a troll from SA. It did not take long for him to get a namechange and talk himself into a ban. I'd like to quote Khad again at this point.

Quote
Khad- Thank you so much for doing some of the best trolling I have ever seen in the MMO Roulette.

The best? Come now. That was average at best. You need to raise the bar on your sense of humor. Both myself and the GM knew the guy was a troll, and were just toying with him. He was way too obvious. Next there was 'The King' (name removed), who I was not sure was a troll at first, but suspected it. Having found the first encounter amusing, I moved in on this new guy, once again playing the complete noob. In doing so, I not only gained his trust, but our entire group led him around by the nose for a few hours, keeping his trolling within our 'unsuspecting' group. We did kill him once in a funny "The king is dead. Long live the King!" act. I killed my own character as well to follow him into the Deathrealm to keep up the newbie act. Once he got back out of the Death Realm (about half an hour later, with me hinting the way) the group was going to kill him once more, but I finally let him in on the joke after he tried to warn me that the group was going to kill him again. I am not without mercy.

You tell 'The King': Ready for this?
Kunevie bows to 'The King'.
'The King' tells you: Yeah.
 
'The King' says: We do not want something awful to happen here.
You tell 'The King': You have been played.
'The King' tells you: No $@!$. It was fun though.
You tell 'The King': We knew you were SA from the moment you spoke to me yesterday. ;)
You tell 'The King': I have been playing PlaneShift for four years now.
'The King' tells you: Really? Good for you. As I said though, it's been fun. I didn't suspect you, though, because you're so small.

Fun indeed. We had a fun time with 'The King', and welcome him to return to the game whenever he wishes. Khad did not seem all that happy about one of his own getting played, though.

Khad- Anyhow, any community will get together to kill someone who annoys them so its not that surprising.

Annoy us? So far the trolls have been pretty amusing, actually. Like watching rats run in a maze, then removing their cheese just as they get to the finish. There is a down side to this (or an up side to some folks). Some of the trolls have given up and made new characters after being sent to the Death Realm. Others never made it in the game at all. Most of those that do make it are quickly snatched up by GMs. Most players have not even noticed the trolling being done, and some of us were actually looking for it. To bad we don't have 'mooo'ing.

All said, PlaneShift is a pretty hard nut to crack. You have to have patience to play, I'll be the first to admit that. My advice to players who find themselves being trolled is simple. Don't get upset or argue. That is what they want. Have an amused moment at the attempt, send a report to your friendly neighborhood GM, and move on. Unless you want to toy with them a bit first. Personally, I have enjoyed pitting myself against the trolls of SA, and making them play our game, not theirs. And always remember...

Don't feed the trolls. Feed them to me. ;)

ps: Looking forward to the article, Khad. Should be amusing. We know our flaws, and have the ability to laugh at them. For a game built on a $0 budget in our free (and not so free) time, we are doing a hellova job so far, bugs, borks, difficulties, missing features, and all. There is no other project like PlaneShift out there.

14
Guides and Tutorials / [Guidelines] Where is your character from?
« on: June 11, 2008, 01:51:48 am »
You are on the streets of this new city for the first time. Your eyes gaze at the surrounding structures and the bustle of people. A passing Klyros stops as he notices your travel-dusty clothing. He smiles and bows.

"Greetings, newcomer! Welcome to our fine city. You will not find a better place in the entire realm. Let me treat you to one of our best local brews in the tavern and show you around. Where do you hail from, friend?"

You pause for a moment before giving your introduction and history you spent hours thinking up. "Well met! I will accept your offer, though I doubt your best drink can compare with the ales of Sinnitaria. Lead the way."

The Klyros nods and asks, "I don't think I have heard of that city before. What level is it on?"

You notice the odd look on the Klyros' face as you answer. "It is far past the Stone Labyrinths and through a portal to my homeworld. The journey took many months, but I had to come see the wonder that is Yliakum. It is not half of..." You trail off as you notice the Klyros slowly backing away from you.

"Nevermind, sir..." the Klyros says, "I think I will have that drink on my own."

***

What went wrong? The answer to: "Where are you from?" One often made mistake stems from that question. In an effort to create interesting and unique characters, it is very tempting to make them come from some exotic world or mysterious city no one has ever seen before, with an equally exotic and mysterious history. Even the best writers and roleplayers will find this background ill received by other players, and may find themselves in situations like the one above.

You can be creative in writing about where your character came from, but you must do it within certain bounds and with some courtesy to other players.

1- Don't try to outdo other players or the Setting of PlaneShift. Make your story and home interesting, but keep it within reason. It puts other players in an awkward situation if they have to try to either accept your outlandish claims, see your character as insane, or explain out of character why you could not have come from that place. It is not pleasant in any case.

2- Your character was born in Yliakum. No ifs, ands, or buts about it. There are no unapproved distant kingdoms beyond the Stone Labyrinths or on the surface. No character has been to the surface (if indeed there is a surface). There are no current portals to or from other worlds. There are no mysterious hidden cities that no one has ever heard of before.

3- ALL race (Kran and Lemur aside) homelands and histories are lost to the past, and have been so for hundreds of years. No character is old enough to have come through the portals or remember why there is no record of what happened to the homelands. There is an In-Character reason for that, and it is not open for debate. Kadiakos is also off limits as a birthplace. As far as all current characters go, there is only Yliakum.

4- Your character was not born in a city that was destroyed in a great race war. That is final.

5- Yliakum is not relatively large. Any point can be reached in a matter of days.

6- No part of Yliakum allows slavery.

7- That does not mean you have to settle for mundane if you do not wish. As you have read in Character Creation, there have been many good and bad happenings in the past. Creatures or bandits could have attacked your village (but do not make yourself the only cliché survivor). Perhaps you were born in the Stone Labyrinths or other interesting (existing) place, such as the Temple of Laanx. There is a lot of leeway in what you can do as long as you use a bit of common sense.

So, go forth with your new character and make your imprint on the (existing) world.

15
General Discussion / What makes you not want to RP in -other- games?
« on: April 14, 2008, 03:08:30 pm »
Well, we have some good posts in the other thread on the same subject as applied to PlaneShift. How about a new question for comparison?

What makes you not want to roleplay in -other- games?

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